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authorAnas Nashif <anas.nashif@intel.com>2012-10-30 12:57:26 -0700
committerAnas Nashif <anas.nashif@intel.com>2012-10-30 12:57:26 -0700
commit1a78a62555be32868418fe52f8e330c9d0f95d5a (patch)
treed3765a80e7d3b9640ec2e930743630cd6b9fce2b /libs/msm
downloadboost-1a78a62555be32868418fe52f8e330c9d0f95d5a.tar.gz
boost-1a78a62555be32868418fe52f8e330c9d0f95d5a.tar.bz2
boost-1a78a62555be32868418fe52f8e330c9d0f95d5a.zip
Imported Upstream version 1.49.0upstream/1.49.0
Diffstat (limited to 'libs/msm')
-rw-r--r--libs/msm/doc/HTML/boostbook.css594
-rw-r--r--libs/msm/doc/HTML/ch01.html45
-rw-r--r--libs/msm/doc/HTML/ch02.html9
-rw-r--r--libs/msm/doc/HTML/ch02s02.html98
-rw-r--r--libs/msm/doc/HTML/ch02s03.html37
-rw-r--r--libs/msm/doc/HTML/ch03.html21
-rw-r--r--libs/msm/doc/HTML/ch03s02.html654
-rw-r--r--libs/msm/doc/HTML/ch03s03.html146
-rw-r--r--libs/msm/doc/HTML/ch03s04.html487
-rw-r--r--libs/msm/doc/HTML/ch03s05.html305
-rw-r--r--libs/msm/doc/HTML/ch04.html13
-rw-r--r--libs/msm/doc/HTML/ch04s02.html14
-rw-r--r--libs/msm/doc/HTML/ch04s03.html7
-rw-r--r--libs/msm/doc/HTML/ch04s04.html15
-rw-r--r--libs/msm/doc/HTML/ch04s05.html35
-rw-r--r--libs/msm/doc/HTML/ch05.html44
-rw-r--r--libs/msm/doc/HTML/ch06.html61
-rw-r--r--libs/msm/doc/HTML/ch06s02.html60
-rw-r--r--libs/msm/doc/HTML/ch06s03.html23
-rw-r--r--libs/msm/doc/HTML/ch06s04.html26
-rw-r--r--libs/msm/doc/HTML/ch07.html14
-rw-r--r--libs/msm/doc/HTML/ch07s02.html13
-rw-r--r--libs/msm/doc/HTML/ch08.html21
-rw-r--r--libs/msm/doc/HTML/ch08s02.html10
-rw-r--r--libs/msm/doc/HTML/ch08s03.html12
-rw-r--r--libs/msm/doc/HTML/ch08s04.html9
-rw-r--r--libs/msm/doc/HTML/ch08s05.html9
-rw-r--r--libs/msm/doc/HTML/ch09.html24
-rw-r--r--libs/msm/doc/HTML/ch10.html100
-rw-r--r--libs/msm/doc/HTML/examples/ActivateStateBeforeTransitionEuml.cpp144
-rw-r--r--libs/msm/doc/HTML/examples/ActiveStateSetBeforeTransition.cpp119
-rw-r--r--libs/msm/doc/HTML/examples/AnonymousTutorial.cpp133
-rw-r--r--libs/msm/doc/HTML/examples/AnonymousTutorialEuml.cpp175
-rw-r--r--libs/msm/doc/HTML/examples/AnonymousTutorialWithFunctors.cpp158
-rw-r--r--libs/msm/doc/HTML/examples/BoostCon09Full.cpp370
-rw-r--r--libs/msm/doc/HTML/examples/CompilerStressTestEuml.cpp446
-rw-r--r--libs/msm/doc/HTML/examples/CompositeTutorial.cpp244
-rw-r--r--libs/msm/doc/HTML/examples/CompositeTutorialEuml.cpp182
-rw-r--r--libs/msm/doc/HTML/examples/CompositeTutorialWithEumlTable.cpp213
-rw-r--r--libs/msm/doc/HTML/examples/Constructor.cpp292
-rw-r--r--libs/msm/doc/HTML/examples/DirectEntryEuml.cpp386
-rw-r--r--libs/msm/doc/HTML/examples/DirectEntryTutorial.cpp221
-rw-r--r--libs/msm/doc/HTML/examples/EumlInternal.cpp154
-rw-r--r--libs/msm/doc/HTML/examples/EumlInternalDistributed.cpp218
-rw-r--r--libs/msm/doc/HTML/examples/EumlSimple.cpp222
-rw-r--r--libs/msm/doc/HTML/examples/ExampleCircularBuffer.cpp299
-rw-r--r--libs/msm/doc/HTML/examples/Flags.cpp254
-rw-r--r--libs/msm/doc/HTML/examples/FsmAsPtr.cpp169
-rw-r--r--libs/msm/doc/HTML/examples/FsmAsPtr.hpp36
-rw-r--r--libs/msm/doc/HTML/examples/History.cpp240
-rw-r--r--libs/msm/doc/HTML/examples/HistoryEuml.cpp180
-rw-r--r--libs/msm/doc/HTML/examples/MsmComposite.cpp243
-rw-r--r--libs/msm/doc/HTML/examples/MsmSimple.cpp199
-rw-r--r--libs/msm/doc/HTML/examples/MsmSimpleFunctors.cpp254
-rw-r--r--libs/msm/doc/HTML/examples/Orthogonal-deferred.cpp314
-rw-r--r--libs/msm/doc/HTML/examples/Orthogonal-deferred2.cpp303
-rw-r--r--libs/msm/doc/HTML/examples/OrthogonalDeferredEuml.cpp263
-rw-r--r--libs/msm/doc/HTML/examples/OrthogonalDeferredEuml2.cpp251
-rw-r--r--libs/msm/doc/HTML/examples/ParsingDigits.cpp479
-rw-r--r--libs/msm/doc/HTML/examples/SCComposite.cpp207
-rw-r--r--libs/msm/doc/HTML/examples/SCSimple.cpp169
-rw-r--r--libs/msm/doc/HTML/examples/SM-2Arg.cpp469
-rw-r--r--libs/msm/doc/HTML/examples/Serialize.cpp248
-rw-r--r--libs/msm/doc/HTML/examples/SerializeCompositeAndHistory.cpp266
-rw-r--r--libs/msm/doc/HTML/examples/SimplePhoenix.cpp258
-rw-r--r--libs/msm/doc/HTML/examples/SimpleTimer.cpp159
-rw-r--r--libs/msm/doc/HTML/examples/SimpleTutorial.cpp213
-rw-r--r--libs/msm/doc/HTML/examples/SimpleTutorial2.cpp227
-rw-r--r--libs/msm/doc/HTML/examples/SimpleTutorialEuml.cpp187
-rw-r--r--libs/msm/doc/HTML/examples/SimpleTutorialEuml2.cpp149
-rw-r--r--libs/msm/doc/HTML/examples/SimpleTutorialInternal.cpp226
-rw-r--r--libs/msm/doc/HTML/examples/SimpleTutorialInternal2.cpp231
-rw-r--r--libs/msm/doc/HTML/examples/SimpleTutorialInternalFunctors.cpp325
-rw-r--r--libs/msm/doc/HTML/examples/SimpleTutorialWithEumlTable.cpp158
-rw-r--r--libs/msm/doc/HTML/examples/SimpleWithFunctors.cpp318
-rw-r--r--libs/msm/doc/HTML/examples/SimpleWithFunctors2.cpp320
-rw-r--r--libs/msm/doc/HTML/examples/SimpleWithFunctors3.cpp307
-rw-r--r--libs/msm/doc/HTML/examples/TestErrorOrthogonality.cpp119
-rw-r--r--libs/msm/doc/HTML/examples/TestInternal.cpp337
-rw-r--r--libs/msm/doc/HTML/examples/Visitor.cpp368
-rw-r--r--libs/msm/doc/HTML/examples/char_event_dispatcher.hpp92
-rw-r--r--libs/msm/doc/HTML/examples/distributed_table/DistributedTable.cpp74
-rw-r--r--libs/msm/doc/HTML/examples/distributed_table/Empty.cpp17
-rw-r--r--libs/msm/doc/HTML/examples/distributed_table/Empty.hpp43
-rw-r--r--libs/msm/doc/HTML/examples/distributed_table/Events.hpp39
-rw-r--r--libs/msm/doc/HTML/examples/distributed_table/Open.cpp17
-rw-r--r--libs/msm/doc/HTML/examples/distributed_table/Open.hpp44
-rw-r--r--libs/msm/doc/HTML/examples/iPodEuml.cpp271
-rw-r--r--libs/msm/doc/HTML/examples/iPodSearch.cpp208
-rw-r--r--libs/msm/doc/HTML/examples/iPodSearchEuml.cpp166
-rw-r--r--libs/msm/doc/HTML/examples/iPod_distributed/Events.hpp50
-rw-r--r--libs/msm/doc/HTML/examples/iPod_distributed/MenuMode.cpp12
-rw-r--r--libs/msm/doc/HTML/examples/iPod_distributed/MenuMode.hpp62
-rw-r--r--libs/msm/doc/HTML/examples/iPod_distributed/PlayingMode.cpp12
-rw-r--r--libs/msm/doc/HTML/examples/iPod_distributed/PlayingMode.hpp251
-rw-r--r--libs/msm/doc/HTML/examples/iPod_distributed/iPod.cpp243
-rw-r--r--libs/msm/doc/HTML/examples/ipod_functors.hpp248
-rw-r--r--libs/msm/doc/HTML/examples/logging_functors.h370
-rw-r--r--libs/msm/doc/HTML/footer.htm14
-rw-r--r--libs/msm/doc/HTML/index.html19
-rw-r--r--libs/msm/doc/HTML/pr01.html61
-rw-r--r--libs/msm/doc/HTML/pt01.html15
-rw-r--r--libs/msm/doc/HTML/pt02.html4
-rw-r--r--libs/msm/doc/HTML/re01.html8
-rw-r--r--libs/msm/doc/HTML/re02.html113
-rw-r--r--libs/msm/doc/HTML/re03.html778
-rw-r--r--libs/msm/doc/PDF/examples/ActivateStateBeforeTransitionEuml.cpp144
-rw-r--r--libs/msm/doc/PDF/examples/ActiveStateSetBeforeTransition.cpp119
-rw-r--r--libs/msm/doc/PDF/examples/AnonymousTutorial.cpp133
-rw-r--r--libs/msm/doc/PDF/examples/AnonymousTutorialEuml.cpp175
-rw-r--r--libs/msm/doc/PDF/examples/AnonymousTutorialWithFunctors.cpp158
-rw-r--r--libs/msm/doc/PDF/examples/BoostCon09Full.cpp370
-rw-r--r--libs/msm/doc/PDF/examples/CompilerStressTestEuml.cpp446
-rw-r--r--libs/msm/doc/PDF/examples/CompositeTutorial.cpp244
-rw-r--r--libs/msm/doc/PDF/examples/CompositeTutorialEuml.cpp182
-rw-r--r--libs/msm/doc/PDF/examples/CompositeTutorialWithEumlTable.cpp213
-rw-r--r--libs/msm/doc/PDF/examples/Constructor.cpp292
-rw-r--r--libs/msm/doc/PDF/examples/DirectEntryEuml.cpp386
-rw-r--r--libs/msm/doc/PDF/examples/DirectEntryTutorial.cpp221
-rw-r--r--libs/msm/doc/PDF/examples/EumlInternal.cpp154
-rw-r--r--libs/msm/doc/PDF/examples/EumlInternalDistributed.cpp218
-rw-r--r--libs/msm/doc/PDF/examples/EumlSimple.cpp222
-rw-r--r--libs/msm/doc/PDF/examples/ExampleCircularBuffer.cpp299
-rw-r--r--libs/msm/doc/PDF/examples/Flags.cpp254
-rw-r--r--libs/msm/doc/PDF/examples/FsmAsPtr.cpp169
-rw-r--r--libs/msm/doc/PDF/examples/FsmAsPtr.hpp36
-rw-r--r--libs/msm/doc/PDF/examples/History.cpp240
-rw-r--r--libs/msm/doc/PDF/examples/HistoryEuml.cpp180
-rw-r--r--libs/msm/doc/PDF/examples/MsmComposite.cpp243
-rw-r--r--libs/msm/doc/PDF/examples/MsmSimple.cpp199
-rw-r--r--libs/msm/doc/PDF/examples/MsmSimpleFunctors.cpp254
-rw-r--r--libs/msm/doc/PDF/examples/Orthogonal-deferred.cpp314
-rw-r--r--libs/msm/doc/PDF/examples/Orthogonal-deferred2.cpp303
-rw-r--r--libs/msm/doc/PDF/examples/OrthogonalDeferredEuml.cpp263
-rw-r--r--libs/msm/doc/PDF/examples/OrthogonalDeferredEuml2.cpp251
-rw-r--r--libs/msm/doc/PDF/examples/ParsingDigits.cpp479
-rw-r--r--libs/msm/doc/PDF/examples/SCComposite.cpp207
-rw-r--r--libs/msm/doc/PDF/examples/SCSimple.cpp169
-rw-r--r--libs/msm/doc/PDF/examples/SM-2Arg.cpp469
-rw-r--r--libs/msm/doc/PDF/examples/Serialize.cpp248
-rw-r--r--libs/msm/doc/PDF/examples/SerializeCompositeAndHistory.cpp266
-rw-r--r--libs/msm/doc/PDF/examples/SimplePhoenix.cpp258
-rw-r--r--libs/msm/doc/PDF/examples/SimpleTimer.cpp159
-rw-r--r--libs/msm/doc/PDF/examples/SimpleTutorial.cpp213
-rw-r--r--libs/msm/doc/PDF/examples/SimpleTutorial2.cpp227
-rw-r--r--libs/msm/doc/PDF/examples/SimpleTutorialEuml.cpp187
-rw-r--r--libs/msm/doc/PDF/examples/SimpleTutorialEuml2.cpp149
-rw-r--r--libs/msm/doc/PDF/examples/SimpleTutorialInternal.cpp226
-rw-r--r--libs/msm/doc/PDF/examples/SimpleTutorialInternal2.cpp231
-rw-r--r--libs/msm/doc/PDF/examples/SimpleTutorialInternalFunctors.cpp325
-rw-r--r--libs/msm/doc/PDF/examples/SimpleTutorialWithEumlTable.cpp158
-rw-r--r--libs/msm/doc/PDF/examples/SimpleWithFunctors.cpp318
-rw-r--r--libs/msm/doc/PDF/examples/SimpleWithFunctors2.cpp320
-rw-r--r--libs/msm/doc/PDF/examples/SimpleWithFunctors3.cpp307
-rw-r--r--libs/msm/doc/PDF/examples/TestErrorOrthogonality.cpp119
-rw-r--r--libs/msm/doc/PDF/examples/TestInternal.cpp337
-rw-r--r--libs/msm/doc/PDF/examples/Visitor.cpp368
-rw-r--r--libs/msm/doc/PDF/examples/char_event_dispatcher.hpp92
-rw-r--r--libs/msm/doc/PDF/examples/distributed_table/DistributedTable.cpp74
-rw-r--r--libs/msm/doc/PDF/examples/distributed_table/Empty.cpp17
-rw-r--r--libs/msm/doc/PDF/examples/distributed_table/Empty.hpp43
-rw-r--r--libs/msm/doc/PDF/examples/distributed_table/Events.hpp39
-rw-r--r--libs/msm/doc/PDF/examples/distributed_table/Open.cpp17
-rw-r--r--libs/msm/doc/PDF/examples/distributed_table/Open.hpp44
-rw-r--r--libs/msm/doc/PDF/examples/iPodEuml.cpp271
-rw-r--r--libs/msm/doc/PDF/examples/iPodSearch.cpp208
-rw-r--r--libs/msm/doc/PDF/examples/iPodSearchEuml.cpp166
-rw-r--r--libs/msm/doc/PDF/examples/iPod_distributed/Events.hpp50
-rw-r--r--libs/msm/doc/PDF/examples/iPod_distributed/MenuMode.cpp12
-rw-r--r--libs/msm/doc/PDF/examples/iPod_distributed/MenuMode.hpp62
-rw-r--r--libs/msm/doc/PDF/examples/iPod_distributed/PlayingMode.cpp12
-rw-r--r--libs/msm/doc/PDF/examples/iPod_distributed/PlayingMode.hpp251
-rw-r--r--libs/msm/doc/PDF/examples/iPod_distributed/iPod.cpp243
-rw-r--r--libs/msm/doc/PDF/examples/ipod_functors.hpp248
-rw-r--r--libs/msm/doc/PDF/examples/logging_functors.h370
-rw-r--r--libs/msm/doc/PDF/msm.pdfbin0 -> 1119615 bytes
-rw-r--r--libs/msm/doc/images/AnnexA.jpgbin0 -> 97139 bytes
-rw-r--r--libs/msm/doc/images/Anonymous.jpgbin0 -> 29205 bytes
-rw-r--r--libs/msm/doc/images/CompositeTutorial.jpgbin0 -> 64921 bytes
-rw-r--r--libs/msm/doc/images/FlagsTutorial.jpgbin0 -> 72155 bytes
-rw-r--r--libs/msm/doc/images/HistoryTutorial.jpgbin0 -> 58294 bytes
-rw-r--r--libs/msm/doc/images/Orthogonal-deferred.jpgbin0 -> 69576 bytes
-rw-r--r--libs/msm/doc/images/ParsingDigits.jpgbin0 -> 19496 bytes
-rw-r--r--libs/msm/doc/images/SimpleTutorial.jpgbin0 -> 47072 bytes
-rw-r--r--libs/msm/doc/images/completion.gifbin0 -> 6930 bytes
-rw-r--r--libs/msm/doc/images/conflict1.gifbin0 -> 3960 bytes
-rw-r--r--libs/msm/doc/images/conflict2.gifbin0 -> 4891 bytes
-rw-r--r--libs/msm/doc/images/entry_point.gifbin0 -> 5448 bytes
-rw-r--r--libs/msm/doc/images/entrytutorial.jpgbin0 -> 53535 bytes
-rw-r--r--libs/msm/doc/images/error_no_regions.jpgbin0 -> 71373 bytes
-rw-r--r--libs/msm/doc/images/exit.gifbin0 -> 4984 bytes
-rw-r--r--libs/msm/doc/images/explicit.gifbin0 -> 5171 bytes
-rw-r--r--libs/msm/doc/images/fork.gifbin0 -> 5315 bytes
-rw-r--r--libs/msm/doc/images/history.gifbin0 -> 4913 bytes
-rw-r--r--libs/msm/doc/images/init_state.gifbin0 -> 2256 bytes
-rw-r--r--libs/msm/doc/images/regions.gifbin0 -> 7039 bytes
-rw-r--r--libs/msm/doc/images/sm.gifbin0 -> 2083 bytes
-rw-r--r--libs/msm/doc/images/state.gifbin0 -> 2273 bytes
-rw-r--r--libs/msm/doc/images/terminate.gifbin0 -> 2761 bytes
-rw-r--r--libs/msm/doc/images/transition.jpgbin0 -> 2905 bytes
-rw-r--r--libs/msm/doc/src/msm.xml8442
-rw-r--r--libs/msm/example/mpl_graph/Jamfile.v234
-rwxr-xr-xlibs/msm/example/mpl_graph/adjacency_list_graph.cpp82
-rw-r--r--libs/msm/example/mpl_graph/breadth_first_search.cpp211
-rw-r--r--libs/msm/example/mpl_graph/depth_first_search.cpp153
-rwxr-xr-xlibs/msm/example/mpl_graph/incidence_list_graph.cpp72
-rw-r--r--libs/msm/example/mpl_graph/msm_adaptor.cpp264
-rw-r--r--libs/msm/index.html22
-rw-r--r--libs/msm/test/Anonymous.cpp182
-rw-r--r--libs/msm/test/AnonymousEuml.cpp165
-rw-r--r--libs/msm/test/CompositeEuml.cpp278
-rw-r--r--libs/msm/test/CompositeMachine.cpp343
-rw-r--r--libs/msm/test/Constructor.cpp208
-rw-r--r--libs/msm/test/Entries.cpp295
-rw-r--r--libs/msm/test/History.cpp354
-rw-r--r--libs/msm/test/Jamfile.v249
-rw-r--r--libs/msm/test/OrthogonalDeferred.cpp486
-rw-r--r--libs/msm/test/OrthogonalDeferred2.cpp493
-rw-r--r--libs/msm/test/OrthogonalDeferredEuml.cpp358
-rw-r--r--libs/msm/test/Serialize.cpp309
-rw-r--r--libs/msm/test/SerializeSimpleEuml.cpp214
-rw-r--r--libs/msm/test/SerializeWithHistory.cpp365
-rw-r--r--libs/msm/test/SimpleEuml.cpp195
-rw-r--r--libs/msm/test/SimpleEuml2.cpp195
-rw-r--r--libs/msm/test/SimpleInternal.cpp274
-rw-r--r--libs/msm/test/SimpleInternalEuml.cpp253
-rw-r--r--libs/msm/test/SimpleInternalFunctors.cpp331
-rw-r--r--libs/msm/test/SimpleMachine.cpp255
-rw-r--r--libs/msm/test/SimpleWithFunctors.cpp359
-rw-r--r--libs/msm/test/TestConstructor.cpp267
230 files changed, 48708 insertions, 0 deletions
diff --git a/libs/msm/doc/HTML/boostbook.css b/libs/msm/doc/HTML/boostbook.css
new file mode 100644
index 0000000000..a428546c06
--- /dev/null
+++ b/libs/msm/doc/HTML/boostbook.css
@@ -0,0 +1,594 @@
+/*=============================================================================
+ Copyright (c) 2004 Joel de Guzman
+ http://spirit.sourceforge.net/
+
+ Distributed under the Boost Software License, Version 1.0. (See accompany-
+ ing file LICENSE_1_0.txt or copy at http://www.boost.org/LICENSE_1_0.txt)
+=============================================================================*/
+
+/*=============================================================================
+ Body defaults
+=============================================================================*/
+
+ body
+ {
+ margin: 1em;
+ font-family: sans-serif;
+ }
+
+/*=============================================================================
+ Paragraphs
+=============================================================================*/
+
+ p
+ {
+ text-align: left;
+ font-size: 10pt;
+ line-height: 1.15;
+ }
+
+/*=============================================================================
+ Program listings
+=============================================================================*/
+
+ /* Code on paragraphs */
+ p tt.computeroutput
+ {
+ font-size: 9pt;
+ }
+
+ pre.synopsis
+ {
+ font-size: 90%;
+ margin: 1pc 4% 0pc 4%;
+ padding: 0.5pc 0.5pc 0.5pc 0.5pc;
+ }
+
+ .programlisting,
+ .screen
+ {
+ font-size: 9pt;
+ display: block;
+ margin: 1pc 4% 0pc 4%;
+ padding: 0.5pc 0.5pc 0.5pc 0.5pc;
+ }
+
+ /* Program listings in tables don't get borders */
+ td .programlisting,
+ td .screen
+ {
+ margin: 0pc 0pc 0pc 0pc;
+ padding: 0pc 0pc 0pc 0pc;
+ }
+
+/*=============================================================================
+ Headings
+=============================================================================*/
+
+ h1, h2, h3, h4, h5, h6
+ {
+ text-align: left;
+ margin: 1em 0em 0.5em 0em;
+ font-weight: bold;
+ }
+
+ h1 { font: 140% }
+ h2 { font: bold 140% }
+ h3 { font: bold 130% }
+ h4 { font: bold 120% }
+ h5 { font: italic 110% }
+ h6 { font: italic 100% }
+
+ /* Top page titles */
+ title,
+ h1.title,
+ h2.title
+ h3.title,
+ h4.title,
+ h5.title,
+ h6.title,
+ .refentrytitle
+ {
+ font-weight: bold;
+ margin-bottom: 1pc;
+ }
+
+ h1.title { font-size: 140% }
+ h2.title { font-size: 140% }
+ h3.title { font-size: 130% }
+ h4.title { font-size: 120% }
+ h5.title { font-size: 110% }
+ h6.title { font-size: 100% }
+
+ .section h1
+ {
+ margin: 0em 0em 0.5em 0em;
+ font-size: 140%;
+ }
+
+ .section h2 { font-size: 140% }
+ .section h3 { font-size: 130% }
+ .section h4 { font-size: 120% }
+ .section h5 { font-size: 110% }
+ .section h6 { font-size: 100% }
+
+ /* Code on titles */
+ h1 tt.computeroutput { font-size: 140% }
+ h2 tt.computeroutput { font-size: 140% }
+ h3 tt.computeroutput { font-size: 130% }
+ h4 tt.computeroutput { font-size: 120% }
+ h5 tt.computeroutput { font-size: 110% }
+ h6 tt.computeroutput { font-size: 100% }
+
+/*=============================================================================
+ Author
+=============================================================================*/
+
+ h3.author
+ {
+ font-size: 100%
+ }
+
+/*=============================================================================
+ Lists
+=============================================================================*/
+
+ li
+ {
+ font-size: 10pt;
+ line-height: 1.3;
+ }
+
+ /* Unordered lists */
+ ul
+ {
+ text-align: left;
+ }
+
+ /* Ordered lists */
+ ol
+ {
+ text-align: left;
+ }
+
+/*=============================================================================
+ Links
+=============================================================================*/
+
+ a
+ {
+ text-decoration: none; /* no underline */
+ }
+
+ a:hover
+ {
+ text-decoration: underline;
+ }
+
+/*=============================================================================
+ Spirit style navigation
+=============================================================================*/
+
+ .spirit-nav
+ {
+ text-align: right;
+ }
+
+ .spirit-nav a
+ {
+ color: white;
+ padding-left: 0.5em;
+ }
+
+ .spirit-nav img
+ {
+ border-width: 0px;
+ }
+
+/*=============================================================================
+ Copyright footer
+=============================================================================*/
+ .copyright-footer
+ {
+ text-align: right;
+ font-size: 70%;
+ }
+
+ .copyright-footer p
+ {
+ text-align: right;
+ font-size: 80%;
+ }
+
+/*=============================================================================
+ Table of contents
+=============================================================================*/
+
+ .toc
+ {
+ margin: 1pc 4% 0pc 4%;
+ padding: 0.1pc 1pc 0.1pc 1pc;
+ font-size: 80%;
+ line-height: 1.15;
+ }
+
+ .boost-toc
+ {
+ float: right;
+ padding: 0.5pc;
+ }
+
+/*=============================================================================
+ Tables
+=============================================================================*/
+
+ .table-title,
+ div.table p.title
+ {
+ margin-left: 4%;
+ padding-right: 0.5em;
+ padding-left: 0.5em;
+ }
+
+ .informaltable table,
+ .table table
+ {
+ width: 92%;
+ margin-left: 4%;
+ margin-right: 4%;
+ }
+
+ div.informaltable table,
+ div.table table
+ {
+ padding: 4px;
+ }
+
+ /* Table Cells */
+ div.informaltable table tr td,
+ div.table table tr td
+ {
+ padding: 0.5em;
+ text-align: left;
+ font-size: 9pt;
+ }
+
+ div.informaltable table tr th,
+ div.table table tr th
+ {
+ padding: 0.5em 0.5em 0.5em 0.5em;
+ border: 1pt solid white;
+ font-size: 80%;
+ }
+
+ table.simplelist
+ {
+ width: auto !important;
+ margin: 0em !important;
+ padding: 0em !important;
+ border: none !important;
+ }
+ table.simplelist td
+ {
+ margin: 0em !important;
+ padding: 0em !important;
+ text-align: left !important;
+ font-size: 9pt !important;
+ border: none !important;
+ }
+
+/*=============================================================================
+ Blurbs
+=============================================================================*/
+
+ div.note,
+ div.tip,
+ div.important,
+ div.caution,
+ div.warning,
+ p.blurb
+ {
+ font-size: 9pt; /* A little bit smaller than the main text */
+ line-height: 1.2;
+ display: block;
+ margin: 1pc 4% 0pc 4%;
+ padding: 0.5pc 0.5pc 0.5pc 0.5pc;
+ }
+
+ p.blurb img
+ {
+ padding: 1pt;
+ }
+
+/*=============================================================================
+ Variable Lists
+=============================================================================*/
+
+ div.variablelist
+ {
+ margin: 1em 0;
+ }
+
+ /* Make the terms in definition lists bold */
+ div.variablelist dl dt,
+ span.term
+ {
+ font-weight: bold;
+ font-size: 10pt;
+ }
+
+ div.variablelist table tbody tr td
+ {
+ text-align: left;
+ vertical-align: top;
+ padding: 0em 2em 0em 0em;
+ font-size: 10pt;
+ margin: 0em 0em 0.5em 0em;
+ line-height: 1;
+ }
+
+ div.variablelist dl dt
+ {
+ margin-bottom: 0.2em;
+ }
+
+ div.variablelist dl dd
+ {
+ margin: 0em 0em 0.5em 2em;
+ font-size: 10pt;
+ }
+
+ div.variablelist table tbody tr td p,
+ div.variablelist dl dd p
+ {
+ margin: 0em 0em 0.5em 0em;
+ line-height: 1;
+ }
+
+/*=============================================================================
+ Misc
+=============================================================================*/
+
+ /* Title of books and articles in bibliographies */
+ span.title
+ {
+ font-style: italic;
+ }
+
+ span.underline
+ {
+ text-decoration: underline;
+ }
+
+ span.strikethrough
+ {
+ text-decoration: line-through;
+ }
+
+ /* Copyright, Legal Notice */
+ div div.legalnotice p
+ {
+ text-align: left
+ }
+
+/*=============================================================================
+ Colors
+=============================================================================*/
+
+ @media screen
+ {
+ body {
+ background-color: #FFFFFF;
+ color: #000000;
+ }
+
+ /* Links */
+ a
+ {
+ color: #005a9c;
+ }
+
+ a:visited
+ {
+ color: #9c5a9c;
+ }
+
+ h1 a, h2 a, h3 a, h4 a, h5 a, h6 a,
+ h1 a:hover, h2 a:hover, h3 a:hover, h4 a:hover, h5 a:hover, h6 a:hover,
+ h1 a:visited, h2 a:visited, h3 a:visited, h4 a:visited, h5 a:visited, h6 a:visited
+ {
+ text-decoration: none; /* no underline */
+ color: #000000;
+ }
+
+ /* Syntax Highlighting */
+ .keyword { color: #0000AA; }
+ .identifier { color: #000000; }
+ .special { color: #707070; }
+ .preprocessor { color: #402080; }
+ .char { color: teal; }
+ .comment { color: #800000; }
+ .string { color: teal; }
+ .number { color: teal; }
+ .white_bkd { background-color: #FFFFFF; }
+ .dk_grey_bkd { background-color: #999999; }
+
+ /* Copyright, Legal Notice */
+ .copyright
+ {
+ color: #666666;
+ font-size: small;
+ }
+
+ div div.legalnotice p
+ {
+ color: #666666;
+ }
+
+ /* Program listing */
+ pre.synopsis
+ {
+ border: 1px solid #DCDCDC;
+ }
+
+ .programlisting,
+ .screen
+ {
+ border: 1px solid #DCDCDC;
+ }
+
+ td .programlisting,
+ td .screen
+ {
+ border: 0px solid #DCDCDC;
+ }
+
+ /* Blurbs */
+ div.note,
+ div.tip,
+ div.important,
+ div.caution,
+ div.warning,
+ p.blurb
+ {
+ border: 1px solid #DCDCDC;
+ }
+
+ /* Table of contents */
+ .toc
+ {
+ border: 1px solid #DCDCDC;
+ }
+
+ /* Tables */
+ div.informaltable table tr td,
+ div.table table tr td
+ {
+ border: 1px solid #DCDCDC;
+ }
+
+ div.informaltable table tr th,
+ div.table table tr th
+ {
+ background-color: #F0F0F0;
+ border: 1px solid #DCDCDC;
+ }
+
+ .copyright-footer
+ {
+ color: #8F8F8F;
+ }
+
+ /* Misc */
+ span.highlight
+ {
+ color: #00A000;
+ }
+ }
+
+ @media print
+ {
+ /* Links */
+ a
+ {
+ color: black;
+ }
+
+ a:visited
+ {
+ color: black;
+ }
+
+ .spirit-nav
+ {
+ display: none;
+ }
+
+ /* Program listing */
+ pre.synopsis
+ {
+ border: 1px solid gray;
+ }
+
+ .programlisting,
+ .screen
+ {
+ border: 1px solid gray;
+ }
+
+ td .programlisting,
+ td .screen
+ {
+ border: 0px solid #DCDCDC;
+ }
+
+ /* Table of contents */
+ .toc
+ {
+ border: 1px solid gray;
+ }
+
+ .informaltable table,
+ .table table
+ {
+ border: 1px solid gray;
+ border-collapse: collapse;
+ }
+
+ /* Tables */
+ div.informaltable table tr td,
+ div.table table tr td
+ {
+ border: 1px solid gray;
+ }
+
+ div.informaltable table tr th,
+ div.table table tr th
+ {
+ border: 1px solid gray;
+ }
+
+ table.simplelist tr td
+ {
+ border: none !important;
+ }
+
+ /* Misc */
+ span.highlight
+ {
+ font-weight: bold;
+ }
+ }
+
+/*=============================================================================
+ Images
+=============================================================================*/
+
+ span.inlinemediaobject img
+ {
+ vertical-align: middle;
+ }
+
+/*==============================================================================
+ Super and Subscript: style so that line spacing isn't effected, see
+ http://www.adobe.com/cfusion/communityengine/index.cfm?event=showdetails&productId=1&postId=5341
+==============================================================================*/
+
+sup,
+sub {
+ height: 0;
+ line-height: 1;
+ vertical-align: baseline;
+ _vertical-align: bottom;
+ position: relative;
+
+}
+
+sup {
+ bottom: 1ex;
+}
+
+sub {
+ top: .5ex;
+}
+
diff --git a/libs/msm/doc/HTML/ch01.html b/libs/msm/doc/HTML/ch01.html
new file mode 100644
index 0000000000..3509c7d38a
--- /dev/null
+++ b/libs/msm/doc/HTML/ch01.html
@@ -0,0 +1,45 @@
+<html><head>
+ <meta http-equiv="Content-Type" content="text/html; charset=ISO-8859-1">
+ <title>Chapter&nbsp;1.&nbsp;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)"><link rel="up" href="pt01.html" title="Part&nbsp;I.&nbsp;User' guide"><link rel="prev" href="pt01.html" title="Part&nbsp;I.&nbsp;User' guide"><link rel="next" href="ch02.html" title="Chapter&nbsp;2.&nbsp;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&nbsp;1.&nbsp;Founding idea</th></tr><tr><td width="20%" align="left"><a accesskey="p" href="pt01.html">Prev</a>&nbsp;</td><th width="60%" align="center">Part&nbsp;I.&nbsp;User' guide</th><td width="20%" align="right">&nbsp;<a accesskey="n" href="ch02.html">Next</a></td></tr></table><hr></div><div class="chapter" title="Chapter&nbsp;1.&nbsp;Founding idea"><div class="titlepage"><div><div><h2 class="title"><a name="d0e99"></a>Chapter&nbsp;1.&nbsp;Founding idea</h2></div></div></div><p>Let's start with an example taken from the C++ Template Metaprogramming
+ book:</p><pre class="programlisting">class player : public state_machine&lt;player&gt;
+{
+ // The list of FSM states enum states { Empty, Open, Stopped, Playing, Paused , initial_state = Empty };
+
+ // transition actions
+ void start_playback(play const&amp;) { std::cout &lt;&lt; "player::start_playback\n"; }
+ void open_drawer(open_close const&amp;) { std::cout &lt;&lt; "player::open_drawer\n"; }
+ // more transition actions
+ ...
+ typedef player p; // makes transition table cleaner
+ struct transition_table : mpl::vector11&lt;
+ // Start Event Target Action
+ // +---------+------------+-----------+---------------------------+
+ row&lt; Stopped , play , Playing , &amp;p::start_playback &gt;,
+ row&lt; Stopped , open_close , Open , &amp;::open_drawer &gt;,
+ // +---------+------------+-----------+---------------------------+
+ row&lt; Open , open_close , Empty , &amp;p::close_drawer &gt;,
+ // +---------+------------+-----------+---------------------------+
+ row&lt; Empty , open_close , Open , &amp;p::open_drawer &gt;,
+ row&lt; Empty , cd_detected, Stopped , &amp;p::store_cd_info &gt;,
+ // +---------+------------+-----------+---------------------------+
+ row&lt; Playing , stop , Stopped , &amp;p::stop_playback &gt;,
+ row&lt; Playing , pause , Paused , &amp;p::pause_playback &gt;,
+ row&lt; Playing , open_close , Open , &amp;p::stop_and_open &gt;,
+ // +---------+------------+-----------+---------------------------+
+ row&lt; Paused , play , Playing , &amp;p::resume_playback &gt;,
+ row&lt; Paused , stop , Stopped , &amp;p::stop_playback &gt;,
+ row&lt; Paused , open_close , Open , &amp;p::stop_and_open &gt;
+ // +---------+------------+-----------+---------------------------+
+ &gt; {};
+ // Replaces the default no-transition response.
+ template &lt;class Event&gt;
+ int no_transition(int state, Event const&amp; e)
+ {
+ std::cout &lt;&lt; "no transition from state " &lt;&lt; state &lt;&lt; " on event " &lt;&lt; typeid(e).name() &lt;&lt; std::endl;
+ return state;
+ }
+}; </pre><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>&nbsp;</td><td width="20%" align="center"><a accesskey="u" href="pt01.html">Up</a></td><td width="40%" align="right">&nbsp;<a accesskey="n" href="ch02.html">Next</a></td></tr><tr><td width="40%" align="left" valign="top">Part&nbsp;I.&nbsp;User' guide&nbsp;</td><td width="20%" align="center"><a accesskey="h" href="index.html">Home</a></td><td width="40%" align="right" valign="top">&nbsp;Chapter&nbsp;2.&nbsp;UML Short Guide</td></tr></table></div></body></html> \ No newline at end of file
diff --git a/libs/msm/doc/HTML/ch02.html b/libs/msm/doc/HTML/ch02.html
new file mode 100644
index 0000000000..52c1c2055f
--- /dev/null
+++ b/libs/msm/doc/HTML/ch02.html
@@ -0,0 +1,9 @@
+<html><head>
+ <meta http-equiv="Content-Type" content="text/html; charset=ISO-8859-1">
+ <title>Chapter&nbsp;2.&nbsp;UML Short Guide</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)"><link rel="up" href="pt01.html" title="Part&nbsp;I.&nbsp;User' guide"><link rel="prev" href="ch01.html" title="Chapter&nbsp;1.&nbsp;Founding idea"><link rel="next" href="ch02s02.html" title="Concepts"></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&nbsp;2.&nbsp;UML Short Guide</th></tr><tr><td width="20%" align="left"><a accesskey="p" href="ch01.html">Prev</a>&nbsp;</td><th width="60%" align="center">Part&nbsp;I.&nbsp;User' guide</th><td width="20%" align="right">&nbsp;<a accesskey="n" href="ch02s02.html">Next</a></td></tr></table><hr></div><div class="chapter" title="Chapter&nbsp;2.&nbsp;UML Short Guide"><div class="titlepage"><div><div><h2 class="title"><a name="d0e108"></a>Chapter&nbsp;2.&nbsp;UML Short Guide</h2></div></div></div><div class="toc"><p><b>Table of Contents</b></p><dl><dt><span class="sect1"><a href="ch02.html#d0e111">What are state machines?</a></span></dt><dt><span class="sect1"><a href="ch02s02.html">Concepts</a></span></dt><dd><dl><dt><span class="sect2"><a href="ch02s02.html#d0e121">State machine, state, transition, event </a></span></dt><dt><span class="sect2"><a href="ch02s02.html#d0e151">Submachines, orthogonal regions, pseudostates </a></span></dt><dt><span class="sect2"><a href="ch02s02.html#d0e194">
+ History </a></span></dt><dt><span class="sect2"><a href="ch02s02.html#d0e208">Completion transitions / anonymous
+ transitions</a></span></dt><dt><span class="sect2"><a href="ch02s02.html#d0e220"> Internal transitions </a></span></dt><dt><span class="sect2"><a href="ch02s02.html#d0e226">
+ Conflicting transitions </a></span></dt></dl></dd><dt><span class="sect1"><a href="ch02s03.html">State machine glossary</a></span></dt></dl></div><div class="sect1" title="What are state machines?"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a name="d0e111"></a>What are state machines?</h2></div></div></div><p>State machines are the description of a thing's lifeline. They describe the
+ different stages of the lifeline, the events influencing it, and what it does
+ when a particular event is detected at a particular stage. They offer the
+ complete specification of the dynamic behavior of the thing.</p></div></div><div class="navfooter"><hr><table width="100%" summary="Navigation footer"><tr><td width="40%" align="left"><a accesskey="p" href="ch01.html">Prev</a>&nbsp;</td><td width="20%" align="center"><a accesskey="u" href="pt01.html">Up</a></td><td width="40%" align="right">&nbsp;<a accesskey="n" href="ch02s02.html">Next</a></td></tr><tr><td width="40%" align="left" valign="top">Chapter&nbsp;1.&nbsp;Founding idea&nbsp;</td><td width="20%" align="center"><a accesskey="h" href="index.html">Home</a></td><td width="40%" align="right" valign="top">&nbsp;Concepts</td></tr></table></div></body></html> \ No newline at end of file
diff --git a/libs/msm/doc/HTML/ch02s02.html b/libs/msm/doc/HTML/ch02s02.html
new file mode 100644
index 0000000000..805cabed54
--- /dev/null
+++ b/libs/msm/doc/HTML/ch02s02.html
@@ -0,0 +1,98 @@
+<html><head>
+ <meta http-equiv="Content-Type" content="text/html; charset=ISO-8859-1">
+ <title>Concepts</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)"><link rel="up" href="ch02.html" title="Chapter&nbsp;2.&nbsp;UML Short Guide"><link rel="prev" href="ch02.html" title="Chapter&nbsp;2.&nbsp;UML Short Guide"><link rel="next" href="ch02s03.html" title="State machine glossary"></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">Concepts</th></tr><tr><td width="20%" align="left"><a accesskey="p" href="ch02.html">Prev</a>&nbsp;</td><th width="60%" align="center">Chapter&nbsp;2.&nbsp;UML Short Guide</th><td width="20%" align="right">&nbsp;<a accesskey="n" href="ch02s03.html">Next</a></td></tr></table><hr></div><div class="sect1" title="Concepts"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a name="d0e116"></a>Concepts</h2></div></div></div><p>Thinking in terms of state machines is a bit surprising at first, so let us
+ have a quick glance at the concepts.</p><div class="sect2" title="State machine, state, transition, event"><div class="titlepage"><div><div><h3 class="title"><a name="d0e121"></a>State machine, state, transition, event </h3></div></div></div><p>A state machine is a concrete model describing the behavior of a system.
+ It is composed of a finite number of states and transitions.</p><p>
+ <span class="inlinemediaobject"><img src="../images/sm.gif"></span></p><p>A simple state has no sub states. It can have data, entry and exit
+ behaviors and deferred events. One can provide entry and exit behaviors
+ (also called actions) to states (or state machines), which are executed
+ whenever a state is entered or left, no matter how. A state can also have
+ internal transitions which cause no entry or exit behavior to be called. A
+ state can mark events as deferred. This means the event cannot be processed
+ if this state is active, but it must be retained. Next time a state not
+ deferring this event is active, the event will be processed, as if it had
+ just been fired. </p><p><span class="inlinemediaobject"><img src="../images/state.gif"></span></p><p>A transition is the switching between active states, triggered by an
+ event. Actions and guard conditions can be attached to the transition. The
+ action executes when the transition fires, the guard is a Boolean operation
+ executed first and which can prevent the transition from firing by returning
+ false.</p><p>
+ <span class="inlinemediaobject"><img src="../images/transition.jpg"></span></p><p>An initial state marks the first active state of a state machine. It has
+ no real existence and neither has the transition originating from it.</p><p>
+ <span class="inlinemediaobject"><img src="../images/init_state.gif"></span></p></div><div class="sect2" title="Submachines, orthogonal regions, pseudostates"><div class="titlepage"><div><div><h3 class="title"><a name="d0e151"></a>Submachines, orthogonal regions, pseudostates </h3></div></div></div><p>A composite state is a state containing a region or decomposed in two or
+ more regions. A composite state contains its own set of states and regions. </p><p>A submachine is a state machine inserted as a state in another state
+ machine. The same submachine can be inserted more than once. </p><p>Orthogonal regions are parts of a composite state or submachine, each
+ having its own set of mutually exclusive set of states and transitions. </p><p><span class="inlinemediaobject"><img src="../images/regions.gif" width="60%"></span></p><p>UML also defines a number of pseudo states, which are considered important
+ concepts to model, but not enough to make them first-class citizens. The
+ terminate pseudo state terminates the execution of a state machine (MSM
+ handles this slightly differently. The state machine is not destroyed but no
+ further event processing occurs.). </p><p><span class="inlinemediaobject"><img src="../images/terminate.gif"></span></p><p>An exit point pseudo state exits a composite state or a submachine and
+ forces termination of execution in all contained regions.</p><p><span class="inlinemediaobject"><img src="../images/exit.gif" width="60%"></span></p><p>An entry point pseudo state allows a kind of controlled entry inside a
+ composite. Precisely, it connects a transition outside the composite to a
+ transition inside the composite. An important point is that this mechanism
+ only allows a single region to be entered. In the above diagram, in region1,
+ the initial state would become active. </p><p><span class="inlinemediaobject"><img src="../images/entry_point.gif"></span></p><p>There are also two more ways to enter a submachine (apart the obvious and
+ more common case of a transition terminating on the submachine as shown in
+ the region case). An explicit entry means that an inside state is the target
+ of a transition. Unlike with direct entry, no tentative encapsulation is
+ made, and only one transition is executed. An explicit exit is a transition
+ from an inner state to a state outside the submachine (not supported by
+ MSM). I would not recommend using explicit entry or exit. </p><p><span class="inlinemediaobject"><img src="../images/explicit.gif"></span></p><p>The last entry possibility is using fork. A fork is an explicit entry into
+ one or more regions. Other regions are again activated using their initial
+ state. </p><p><span class="inlinemediaobject"><img src="../images/fork.gif" width="70%"></span></p></div><div class="sect2" title="History"><div class="titlepage"><div><div><h3 class="title"><a name="d0e194"></a>
+ <span class="command"><strong><a name="uml-history"></a></strong></span>History </h3></div></div></div><p>UML defines two kinds of history, shallow history and deep history.
+ Shallow history is a pseudo state representing the most recent substate of a
+ submachine. A submachine can have at most one shallow history. A transition
+ with a history pseudo state as target is equivalent to a transition with the
+ most recent substate as target. And very importantly, only one transition
+ may originate from the history. Deep history is a shallow history
+ recursively reactivating the substates of the most recent substate. It is
+ represented like the shallow history with a star (H* inside a
+ circle).</p><p>
+ <span class="inlinemediaobject"><img src="../images/history.gif" width="60%"></span></p><p>History is not a completely satisfying concept. First of all, there can be
+ just one history pseudo state and only one transition may originate from it.
+ So they do not mix well with orthogonal regions as only one region can be
+ &#8220;remembered&#8221;. Deep history is even worse and looks like a last-minute
+ addition. History has to be activated by a transition and only one
+ transition originates from it, so how to model the transition originating
+ from the deep history pseudo state and pointing to the most recent substate
+ of the substate? As a bonus, it is also inflexible and does not accept new
+ types of histories. Let's face it, history sounds great and is useful in
+ theory, but the UML version is not quite making the cut. And therefore, MSM
+ provides a different version of this useful concept. </p></div><div class="sect2" title="Completion transitions / anonymous transitions"><div class="titlepage"><div><div><h3 class="title"><a name="d0e208"></a><span class="command"><strong><a name="uml-anonymous"></a></strong></span>Completion transitions / anonymous
+ transitions</h3></div></div></div><p>Completion events (or transitions), also called anonymous transitions, are
+ defined as transitions having no defined event triggering them. This means
+ that such transitions will immediately fire when a state being the source of
+ an anonymous transition becomes active, provided that a guard allows it.
+ They are useful in modeling algorithms as an activity diagram would normally
+ do. In the real-time world, they have the advantage of making it easier to
+ estimate how long a periodically executed action will last. For example,
+ consider the following diagram. </p><p><span class="inlinemediaobject"><img src="../images/completion.gif"></span></p><p>The designer now knows at any time that he will need a maximum of 4
+ transitions. Being able to estimate how long a transition takes, he can
+ estimate how much of a time frame he will need to require (real-time tasks
+ are often executed at regular intervals). If he can also estimate the
+ duration of actions, he can even use graph algorithms to better estimate his
+ timing requirements. </p></div><div class="sect2" title="Internal transitions"><div class="titlepage"><div><div><h3 class="title"><a name="d0e220"></a><span class="command"><strong><a name="UML-internal-transition"></a></strong></span> Internal transitions </h3></div></div></div><p>Internal transitions are transitions executing in the scope of the active
+ state, being a simple state or a submachine. One can see them as a
+ self-transition of this state, without an entry or exit action
+ called.</p></div><div class="sect2" title="Conflicting transitions"><div class="titlepage"><div><div><h3 class="title"><a name="d0e226"></a>
+ <span class="command"><strong><a name="transition-conflict"></a></strong></span>Conflicting transitions </h3></div></div></div><p>If, for a given event, several transitions are enabled, they are said to
+ be in conflict. There are two kinds of conflicts: </p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>For a given source state, several transitions are defined,
+ triggered by the same event. Normally, the guard condition in
+ each transition defines which one is fired.</p></li><li class="listitem"><p>The source state is a submachine or simple state and the
+ conflict is between a transition internal to this state and a
+ transition triggered by the same event and having as target
+ another state.</p></li></ul></div><p>The first one is simple; one only needs to define two or more
+ rows in the transition table, with the same source and trigger, with a
+ different guard condition. Beware, however, that the UML standard wants
+ these conditions to be not overlapping. If they do, the standard says
+ nothing except that this is incorrect, so the implementer is free to
+ implement it the way he sees fit. In the case of MSM, the transition
+ appearing last in the transition table gets selected first, if it returns
+ false (meaning disabled), the library tries with the previous one, and so
+ on.</p><p>
+ <span class="inlinemediaobject"><img src="../images/conflict1.gif"></span></p><p>In the second case, UML defines that the most inner transition gets
+ selected first, which makes sense, otherwise no exit point pseudo state
+ would be possible (the inner transition brings us to the exit point, from
+ where the containing state machine can take over). </p><p><span class="inlinemediaobject"><img src="../images/conflict2.gif" width="60%"></span></p><p>MSM handles both cases itself, so the designer needs only concentrate on
+ its state machine and the UML subtleties (not overlapping conditions), not
+ on implementing this behavior himself. </p></div></div><div class="navfooter"><hr><table width="100%" summary="Navigation footer"><tr><td width="40%" align="left"><a accesskey="p" href="ch02.html">Prev</a>&nbsp;</td><td width="20%" align="center"><a accesskey="u" href="ch02.html">Up</a></td><td width="40%" align="right">&nbsp;<a accesskey="n" href="ch02s03.html">Next</a></td></tr><tr><td width="40%" align="left" valign="top">Chapter&nbsp;2.&nbsp;UML Short Guide&nbsp;</td><td width="20%" align="center"><a accesskey="h" href="index.html">Home</a></td><td width="40%" align="right" valign="top">&nbsp;State machine glossary</td></tr></table></div></body></html> \ No newline at end of file
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+<html><head>
+ <meta http-equiv="Content-Type" content="text/html; charset=ISO-8859-1">
+ <title>State machine glossary</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)"><link rel="up" href="ch02.html" title="Chapter&nbsp;2.&nbsp;UML Short Guide"><link rel="prev" href="ch02s02.html" title="Concepts"><link rel="next" href="ch03.html" title="Chapter&nbsp;3.&nbsp;Tutorial"></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">State machine glossary</th></tr><tr><td width="20%" align="left"><a accesskey="p" href="ch02s02.html">Prev</a>&nbsp;</td><th width="60%" align="center">Chapter&nbsp;2.&nbsp;UML Short Guide</th><td width="20%" align="right">&nbsp;<a accesskey="n" href="ch03.html">Next</a></td></tr></table><hr></div><div class="sect1" title="State machine glossary"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a name="d0e254"></a>State machine glossary</h2></div></div></div><p>
+ </p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>state machine: the life cycle of a thing. It is made of states,
+ regions, transitions and processes incoming events.</p></li><li class="listitem"><p>state: a stage in the life cycle of a state machine. A state (like
+ a submachine) can have an entry and exit behaviors.</p></li><li class="listitem"><p>event: an incident provoking (or not) a reaction of the state
+ machine</p></li><li class="listitem"><p>transition: a specification of how a state machine reacts to an
+ event. It specifies a source state, the event triggering the
+ transition, the target state (which will become the newly active
+ state if the transition is triggered), guard and actions.</p></li><li class="listitem"><p>action: an operation executed during the triggering of the
+ transition.</p></li><li class="listitem"><p>guard: a boolean operation being able to prevent the triggering of
+ a transition which would otherwise fire.</p></li><li class="listitem"><p>transition table: representation of a state machine. A state
+ machine diagram is a graphical, but incomplete representation of the
+ same model. A transition table, on the other hand, is a complete
+ representation.</p></li><li class="listitem"><p>initial state: The state in which the state machine starts. Having
+ several orthogonal regions means having as many initial
+ states.</p></li><li class="listitem"><p>submachine: A submachine is a state machine inserted as a state in
+ another state machine and can be found several times in a same state
+ machine.</p></li><li class="listitem"><p>orthogonal regions: (logical) parallel flow of execution of a
+ state machine. Every region of a state machine gets a chance to
+ process an incoming event.</p></li><li class="listitem"><p>terminate pseudo-state: when this state becomes active, it
+ terminates the execution of the whole state machine. MSM does not
+ destroy the state machine as required by the UML standard, however,
+ which lets you keep all the state machine's data.</p></li><li class="listitem"><p>entry/exit pseudo state: defined for submachines and are defined
+ as a connection between a transition outside of the submachine and a
+ transition inside the submachine. It is a way to enter or leave a
+ submachine through a predefined point.</p></li><li class="listitem"><p>fork: a fork allows explicit entry into several orthogonal regions
+ of a submachine.</p></li><li class="listitem"><p>history: a history is a way to remember the active state of a
+ submachine so that the submachine can proceed in its last active
+ state next time it becomes active.</p></li><li class="listitem"><p>completion events (also called completion/anonymous transitions):
+ when a transition has no named event triggering it, it automatically
+ fires when the source state is active, unless a guard forbids
+ it.</p></li><li class="listitem"><p>transition conflict: a conflict is present if for a given source
+ state and incoming event, several transitions are possible. UML
+ specifies that guard conditions have to solve the conflict.</p></li><li class="listitem"><p>internal transitions: transition from a state to itself without
+ having exit and entry actions being called.</p></li></ul></div><p>
+ </p></div><div class="navfooter"><hr><table width="100%" summary="Navigation footer"><tr><td width="40%" align="left"><a accesskey="p" href="ch02s02.html">Prev</a>&nbsp;</td><td width="20%" align="center"><a accesskey="u" href="ch02.html">Up</a></td><td width="40%" align="right">&nbsp;<a accesskey="n" href="ch03.html">Next</a></td></tr><tr><td width="40%" align="left" valign="top">Concepts&nbsp;</td><td width="20%" align="center"><a accesskey="h" href="index.html">Home</a></td><td width="40%" align="right" valign="top">&nbsp;Chapter&nbsp;3.&nbsp;Tutorial</td></tr></table></div></body></html> \ No newline at end of file
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+<html><head>
+ <meta http-equiv="Content-Type" content="text/html; charset=ISO-8859-1">
+ <title>Chapter&nbsp;3.&nbsp;Tutorial</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)"><link rel="up" href="pt01.html" title="Part&nbsp;I.&nbsp;User' guide"><link rel="prev" href="ch02s03.html" title="State machine glossary"><link rel="next" href="ch03s02.html" title="Basic front-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">Chapter&nbsp;3.&nbsp;Tutorial</th></tr><tr><td width="20%" align="left"><a accesskey="p" href="ch02s03.html">Prev</a>&nbsp;</td><th width="60%" align="center">Part&nbsp;I.&nbsp;User' guide</th><td width="20%" align="right">&nbsp;<a accesskey="n" href="ch03s02.html">Next</a></td></tr></table><hr></div><div class="chapter" title="Chapter&nbsp;3.&nbsp;Tutorial"><div class="titlepage"><div><div><h2 class="title"><a name="d0e312"></a>Chapter&nbsp;3.&nbsp;Tutorial</h2></div></div></div><div class="toc"><p><b>Table of Contents</b></p><dl><dt><span class="sect1"><a href="ch03.html#d0e315">Design</a></span></dt><dt><span class="sect1"><a href="ch03s02.html">Basic front-end</a></span></dt><dd><dl><dt><span class="sect2"><a href="ch03s02.html#d0e334">A simple example</a></span></dt><dt><span class="sect2"><a href="ch03s02.html#d0e348">Transition table</a></span></dt><dt><span class="sect2"><a href="ch03s02.html#d0e396">Defining states with entry/exit actions</a></span></dt><dt><span class="sect2"><a href="ch03s02.html#d0e409">What do you actually do inside actions / guards?</a></span></dt><dt><span class="sect2"><a href="ch03s02.html#d0e461">Defining a simple state machine</a></span></dt><dt><span class="sect2"><a href="ch03s02.html#d0e519">Defining a submachine</a></span></dt><dt><span class="sect2"><a href="ch03s02.html#d0e554">Orthogonal regions, terminate state, event deferring</a></span></dt><dt><span class="sect2"><a href="ch03s02.html#d0e645">History</a></span></dt><dt><span class="sect2"><a href="ch03s02.html#d0e690">Completion (anonymous) transitions</a></span></dt><dt><span class="sect2"><a href="ch03s02.html#d0e717">Internal transitions</a></span></dt><dt><span class="sect2"><a href="ch03s02.html#d0e819">more row types</a></span></dt><dt><span class="sect2"><a href="ch03s02.html#d0e852">Explicit entry / entry and exit pseudo-state / fork</a></span></dt><dt><span class="sect2"><a href="ch03s02.html#d0e1041">Flags</a></span></dt><dt><span class="sect2"><a href="ch03s02.html#d0e1095">Event Hierarchy</a></span></dt><dt><span class="sect2"><a href="ch03s02.html#d0e1116">Customizing a state machine / Getting more speed</a></span></dt><dt><span class="sect2"><a href="ch03s02.html#d0e1165">Choosing the initial event</a></span></dt><dt><span class="sect2"><a href="ch03s02.html#d0e1178"> Containing state machine (deprecated)</a></span></dt></dl></dd><dt><span class="sect1"><a href="ch03s03.html">Functor front-end</a></span></dt><dd><dl><dt><span class="sect2"><a href="ch03s03.html#d0e1217"> Transition table </a></span></dt><dt><span class="sect2"><a href="ch03s03.html#d0e1250">Defining states with entry/exit actions</a></span></dt><dt><span class="sect2"><a href="ch03s03.html#d0e1269">What do you actually do inside actions / guards (Part 2)?</a></span></dt><dt><span class="sect2"><a href="ch03s03.html#d0e1281">Defining a simple state machine</a></span></dt><dt><span class="sect2"><a href="ch03s03.html#d0e1289">Anonymous transitions</a></span></dt><dt><span class="sect2"><a href="ch03s03.html#d0e1315">Internal
+ transitions</a></span></dt></dl></dd><dt><span class="sect1"><a href="ch03s04.html">eUML (experimental)</a></span></dt><dd><dl><dt><span class="sect2"><a href="ch03s04.html#d0e1394">Transition table</a></span></dt><dt><span class="sect2"><a href="ch03s04.html#d0e1435">A simple example: rewriting only our transition table</a></span></dt><dt><span class="sect2"><a href="ch03s04.html#d0e1466">Defining events, actions and states with entry/exit actions</a></span></dt><dt><span class="sect2"><a href="ch03s04.html#d0e1579">Wrapping up a simple state machine and first complete examples</a></span></dt><dt><span class="sect2"><a href="ch03s04.html#d0e1627">Defining a submachine</a></span></dt><dt><span class="sect2"><a href="ch03s04.html#d0e1643">
+ Attributes / Function call</a></span></dt><dt><span class="sect2"><a href="ch03s04.html#d0e1743">Orthogonal regions, flags, event deferring</a></span></dt><dt><span class="sect2"><a href="ch03s04.html#d0e1855">
+ Customizing a state machine / Getting
+ more speed</a></span></dt><dt><span class="sect2"><a href="ch03s04.html#d0e1890">Completion / Anonymous transitions</a></span></dt><dt><span class="sect2"><a href="ch03s04.html#d0e1908">Internal transitions</a></span></dt><dt><span class="sect2"><a href="ch03s04.html#d0e1939">Other state types</a></span></dt><dt><span class="sect2"><a href="ch03s04.html#d0e2003">Helper functions</a></span></dt><dt><span class="sect2"><a href="ch03s04.html#d0e2106">Phoenix-like STL support</a></span></dt><dt><span class="sect2"><a href="ch03s04.html#d0e2159">Writing actions with Boost.Phoenix (in development)</a></span></dt></dl></dd><dt><span class="sect1"><a href="ch03s05.html">Back-end</a></span></dt><dd><dl><dt><span class="sect2"><a href="ch03s05.html#d0e2218">Creation </a></span></dt><dt><span class="sect2"><a href="ch03s05.html#d0e2227">Starting and stopping a state
+ machine</a></span></dt><dt><span class="sect2"><a href="ch03s05.html#d0e2246">Event dispatching</a></span></dt><dt><span class="sect2"><a href="ch03s05.html#d0e2255">Active state(s)</a></span></dt><dt><span class="sect2"><a href="ch03s05.html#d0e2269">Serialization</a></span></dt><dt><span class="sect2"><a href="ch03s05.html#d0e2322">Base state type </a></span></dt><dt><span class="sect2"><a href="ch03s05.html#d0e2348">Visitor</a></span></dt><dt><span class="sect2"><a href="ch03s05.html#d0e2391">Flags</a></span></dt><dt><span class="sect2"><a href="ch03s05.html#d0e2404">Getting a state</a></span></dt><dt><span class="sect2"><a href="ch03s05.html#d0e2417"> State machine constructor with arguments </a></span></dt><dt><span class="sect2"><a href="ch03s05.html#d0e2457">Trading run-time speed for
+ better compile-time / multi-TU compilation</a></span></dt><dt><span class="sect2"><a href="ch03s05.html#d0e2539">Compile-time state machine analysis </a></span></dt><dt><span class="sect2"><a href="ch03s05.html#d0e2583"> Enqueueing events for later
+ processing </a></span></dt><dt><span class="sect2"><a href="ch03s05.html#d0e2603"> Customizing the message queues </a></span></dt><dt><span class="sect2"><a href="ch03s05.html#d0e2618">Policy definition with Boost.Parameter </a></span></dt><dt><span class="sect2"><a href="ch03s05.html#d0e2626">Choosing when to switch active
+ states </a></span></dt></dl></dd></dl></div><div class="sect1" title="Design"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a name="d0e315"></a>Design</h2></div></div></div><p>MSM is divided between front&#8211;ends and back-ends. At the moment, there is just
+ one back-end. On the front-end side, you will find three of them which are as
+ many state machine description languages, with many more possible. For potential
+ language writers, this document contains a <a class="link" href="ch06s02.html#internals-front-back-interface">description of the interface
+ between front-end and back-end</a>.</p><p>The first front-end is an adaptation of the example provided in the <a class="link" href="http://boostpro.com/mplbook" target="_top">MPL book</a> with actions
+ defined as pointers to state or state machine methods. The second one is based
+ on functors. The third, eUML (embedded UML) is an experimental language based on
+ Boost.Proto and Boost.Typeof and hiding most of the metaprogramming to increase
+ readability. Both eUML and the functor front-end also offer a functional library
+ (a bit like Boost.Phoenix) for use as action language (UML defining
+ none).</p></div></div><div class="navfooter"><hr><table width="100%" summary="Navigation footer"><tr><td width="40%" align="left"><a accesskey="p" href="ch02s03.html">Prev</a>&nbsp;</td><td width="20%" align="center"><a accesskey="u" href="pt01.html">Up</a></td><td width="40%" align="right">&nbsp;<a accesskey="n" href="ch03s02.html">Next</a></td></tr><tr><td width="40%" align="left" valign="top">State machine glossary&nbsp;</td><td width="20%" align="center"><a accesskey="h" href="index.html">Home</a></td><td width="40%" align="right" valign="top">&nbsp;Basic front-end</td></tr></table></div></body></html> \ No newline at end of file
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+<html><head>
+ <meta http-equiv="Content-Type" content="text/html; charset=ISO-8859-1">
+ <title>Basic front-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)"><link rel="up" href="ch03.html" title="Chapter&nbsp;3.&nbsp;Tutorial"><link rel="prev" href="ch03.html" title="Chapter&nbsp;3.&nbsp;Tutorial"><link rel="next" href="ch03s03.html" title="Functor front-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">Basic front-end</th></tr><tr><td width="20%" align="left"><a accesskey="p" href="ch03.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="ch03s03.html">Next</a></td></tr></table><hr></div><div class="sect1" title="Basic front-end"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a name="d0e328"></a><span class="command"><strong><a name="basic-front-end"></a></strong></span>Basic front-end</h2></div></div></div><p>This is the historical front-end, inherited from the MPL book. It provides a
+ transition table made of rows of different names and functionality. Actions and
+ guards are defined as methods and referenced through a pointer in the
+ transition. This front-end provides a simple interface making easy state
+ machines easy to define, but more complex state machines a bit harder.</p><div class="sect2" title="A simple example"><div class="titlepage"><div><div><h3 class="title"><a name="d0e334"></a>A simple example</h3></div></div></div><p>Let us have a look at a state machine diagram of the founding
+ example:</p><p><span class="inlinemediaobject"><img src="../images/SimpleTutorial.jpg" width="60%"></span></p><p>We are now going to build it with MSM's basic front-end. An <a class="link" href="examples/SimpleTutorial.cpp" target="_top">implementation</a> is also
+ provided.</p></div><div class="sect2" title="Transition table"><div class="titlepage"><div><div><h3 class="title"><a name="d0e348"></a>Transition table</h3></div></div></div><p>As previously stated, MSM is based on the transition table, so let us
+ define one:</p><pre class="programlisting">
+struct transition_table : mpl::vector&lt;
+// Start Event Target Action Guard
+// +---------+------------+-----------+---------------------------+----------------------------+
+a_row&lt; Stopped , play , Playing , &amp;player_::start_playback &gt;,
+a_row&lt; Stopped , open_close , Open , &amp;player_::open_drawer &gt;,
+ _row&lt; Stopped , stop , Stopped &gt;,
+// +---------+------------+-----------+---------------------------+----------------------------+
+a_row&lt; Open , open_close , Empty , &amp;player_::close_drawer &gt;,
+// +---------+------------+-----------+---------------------------+----------------------------+
+a_row&lt; Empty , open_close , Open , &amp;player_::open_drawer &gt;,
+ row&lt; Empty , cd_detected, Stopped , &amp;player_::store_cd_info , &amp;player_::good_disk_format &gt;,
+ row&lt; Empty , cd_detected, Playing , &amp;player_::store_cd_info , &amp;player_::auto_start &gt;,
+// +---------+------------+-----------+---------------------------+----------------------------+
+a_row&lt; Playing , stop , Stopped , &amp;player_::stop_playback &gt;,
+a_row&lt; Playing , pause , Paused , &amp;player_::pause_playback &gt;,
+a_row&lt; Playing , open_close , Open , &amp;player_::stop_and_open &gt;,
+// +---------+------------+-----------+---------------------------+----------------------------+
+a_row&lt; Paused , end_pause , Playing , &amp;player_::resume_playback &gt;,
+a_row&lt; Paused , stop , Stopped , &amp;player_::stop_playback &gt;,
+a_row&lt; Paused , open_close , Open , &amp;player_::stop_and_open &gt;
+// +---------+------------+-----------+---------------------------+----------------------------+
+&gt; {};
+ </pre><p>You will notice that this is almost exactly our founding example. The only
+ change in the transition table is the different types of transitions (rows).
+ The founding example forces one to define an action method and offers no
+ guards. You have 4 basic row types:</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p><code class="code">row</code> takes 5 arguments: start state, event, target
+ state, action and guard.</p></li><li class="listitem"><p><code class="code">a_row</code> (&#8220;a&#8221; for action) allows defining only the
+ action and omit the guard condition.</p></li><li class="listitem"><p><code class="code">g_row</code> (&#8220;g&#8221; for guard) allows omitting the action
+ behavior and defining only the guard.</p></li><li class="listitem"><p><code class="code">_row</code> allows omitting action and guard.</p></li></ul></div><p>The signature for an action methods is void method_name (event
+ const&amp;), for example:</p><pre class="programlisting">void stop_playback(stop const&amp;)</pre><p>Action methods return nothing and take the argument as const reference. Of
+ course nothing forbids you from using the same action for several
+ events:</p><pre class="programlisting">template &lt;class Event&gt; void stop_playback(Eventconst&amp;)</pre><p>Guards have as only difference the return value, which is a
+ boolean:</p><pre class="programlisting">bool good_disk_format(cd_detected const&amp; evt)</pre><p>The transition table is actually a MPL vector (or list), which brings the
+ limitation that the default maximum size of the table is 20. If you need
+ more transitions, overriding this default behavior is necessary, so you need
+ to add before any header:</p><pre class="programlisting">#define BOOST_MPL_CFG_NO_PREPROCESSED_HEADERS
+#define BOOST_MPL_LIMIT_VECTOR_SIZE 30 //or whatever you need
+#define BOOST_MPL_LIMIT_MAP_SIZE 30 //or whatever you need </pre><p>The other limitation is that the MPL types are defined only up to 50
+ entries. For the moment, the only solution to achieve more is to add headers
+ to the MPL (luckily, this is not very complicated).</p></div><div class="sect2" title="Defining states with entry/exit actions"><div class="titlepage"><div><div><h3 class="title"><a name="d0e396"></a>Defining states with entry/exit actions</h3></div></div></div><p>While states were enums in the MPL book, they now are classes, which
+ allows them to hold data, provide entry, exit behaviors and be reusable (as
+ they do not know anything about the containing state machine). To define a
+ state, inherit from the desired state type. You will mainly use simple
+ states:</p><p>struct Empty : public msm::front::state&lt;&gt; {};</p><p>They can optionally provide entry and exit behaviors:</p><pre class="programlisting">
+struct Empty : public msm::front::state&lt;&gt;
+{
+ template &lt;class Event, class Fsm&gt;
+ void on_entry(Event const&amp;, Fsm&amp; )
+ {std::cout &lt;&lt;"entering: Empty" &lt;&lt; std::endl;}
+ template &lt;class Event, class Fsm&gt;
+ void on_exit(Event const&amp;, Fsm&amp; )
+ {std::cout &lt;&lt;"leaving: Empty" &lt;&lt; std::endl;}
+};
+ </pre><p>Notice how the entry and exit behaviors are templatized on the event and
+ state machine. Being generic facilitates reuse. There are more state types
+ (terminate, interrupt, pseudo states, etc.) corresponding to the UML
+ standard state types. These will be described in details in the next
+ sections.</p></div><div class="sect2" title="What do you actually do inside actions / guards?"><div class="titlepage"><div><div><h3 class="title"><a name="d0e409"></a>What do you actually do inside actions / guards?</h3></div></div></div><p>State machines define a structure and important parts of the complete
+ behavior, but not all. For example if you need to send a rocket to Alpha
+ Centauri, you can have a transition to a state "SendRocketToAlphaCentauri"
+ but no code actually sending the rocket. This is where you need actions. So
+ a simple action could be:</p><pre class="programlisting">template &lt;class Fire&gt; void send_rocket(Fire const&amp;)
+{
+ fire_rocket();
+}</pre><p>Ok, this was simple. Now, we might want to give a direction. Let us suppose
+ this information is externally given when needed, it makes sense do use the
+ event for this:</p><pre class="programlisting">// Event
+struct Fire {Direction direction;};
+template &lt;class Fire&gt; void send_rocket(Fire const&amp; evt)
+{
+ fire_rocket(evt.direction);
+}</pre><p>We might want to calculate the direction based not only on external data
+ but also on data accumulated during previous work. In this case, you might
+ want to have this data in the state machine itself. As transition actions
+ are members of the front-end, you can directly access the data:</p><pre class="programlisting">// Event
+struct Fire {Direction direction;};
+//front-end definition, see down
+struct launcher_ : public msm::front::state_machine_def&lt;launcher_&gt;{
+Data current_calculation;
+template &lt;class Fire&gt; void send_rocket(Fire const&amp; evt)
+{
+ fire_rocket(evt.direction, current_calculation);
+}
+...
+};</pre><p>Entry and exit actions represent a behavior common to a state, no matter
+ through which transition it is entered or left. States being reusable, it
+ might make sense to locate your data there instead of in the state machine,
+ to maximize reuse and make code more readable. Entry and exit actions have
+ access to the state data (being state members) but also to the event and
+ state machine, like transition actions. This happens through the Event and
+ Fsm template parameters:</p><pre class="programlisting">struct Launching : public msm::front::state&lt;&gt;
+{
+ template &lt;class Event, class Fsm&gt;
+ void on_entry(Event const&amp; evt, Fsm&amp; fsm)
+ {
+ fire_rocket(evt.direction, fsm.current_calculation);
+ }
+};</pre><p>Exit actions are also ideal for clanup when the state becomes
+ inactive.</p><p>Another possible use of the entry action is to pass data to substates /
+ submachines. Launching is a substate containing a <code class="code">data</code> attribute:</p><pre class="programlisting">struct launcher_ : public msm::front::state_machine_def&lt;launcher_&gt;{
+Data current_calculation;
+// state machines also have entry/exit actions
+template &lt;class Event, class Fsm&gt;
+void on_entry(Event const&amp; evt, Fsm&amp; fsm)
+{
+ launcher_::Launching&amp; s = fsm.get_state&lt;launcher_::Launching&amp;&gt;();
+ s.data = fsm.current_calculation;
+}
+...
+};</pre><p>The <span class="command"><strong><a class="command" href="ch03s05.html#backend-fsm-constructor-args">set_states</a></strong></span> back-end method allows you to replace a complete
+ state.</p><p>The <span class="command"><strong><a class="command" href="ch03s03.html#functor-front-end-actions">functor</a></strong></span> front-end and eUML offer more capabilities.</p><p>However, this basic front-end also has special capabilities using the row2
+ / irow2 transitions.<span class="command"><strong><a class="command" href="ch03s02.html#basic-row2">_row2, a_row2, row2,
+ g_row2, a_irow2, irow2, g_irow2</a></strong></span> let you call an action located
+ in any state of the current fsm or in the front-end itself, thus letting you
+ place useful data anywhere you see fit.</p><p>It is sometimes desirable to generate new events for the state machine
+ inside actions. Since the process_event method belongs to the back end, you
+ first need to gain a reference to it. The back end derives from the front
+ end, so one way of doing this is to use a cast:</p><pre class="programlisting">struct launcher_ : public msm::front::state_machine_def&lt;launcher_&gt;{
+template &lt;class Fire&gt; void send_rocket(Fire const&amp; evt)
+{
+ fire_rocket();
+ msm::back::state_machine&lt;launcher_&gt; &amp;fsm = static_cast&lt;msm::back::state_machine&lt;launcher_&gt; &amp;&gt;(*this);
+ fsm.process_event(rocket_launched());
+}
+...
+};</pre><p>The same can be implemented inside entry/exit actions. Admittedly, this is
+ a bit awkward. A more natural mechanism is available using the <span class="command"><strong><a class="command" href="ch03s03.html#functor-front-end-actions">functor</a></strong></span>
+ front-end.</p></div><div class="sect2" title="Defining a simple state machine"><div class="titlepage"><div><div><h3 class="title"><a name="d0e461"></a>Defining a simple state machine</h3></div></div></div><p>Declaring a state machine is straightforward and is done with a high
+ signal / noise ratio. In our player example, we declare the state machine
+ as:</p><pre class="programlisting">struct player_ : public msm::front::state_machine_def&lt;player_&gt;{
+ /* see below */}</pre><p>This declares a state machine using the basic front-end. We now declare
+ inside the state machine structure the initial state:</p><p>
+ </p><pre class="programlisting">typedef Empty initial_state;</pre><p>
+ </p><p>And that is about all of what is absolutely needed. In the example, the
+ states are declared inside the state machine for readability but this is not
+ a requirements, states can be declared wherever you like.</p><p>All what is left to do is to pick a back-end (which is quite simple as
+ there is only one at the moment):</p><p>
+ </p><pre class="programlisting">typedef msm::back::state_machine&lt;player_&gt; player;</pre><p>
+ </p><p>You now have a ready-to-use state machine with entry/exit actions, guards,
+ transition actions, a message queue so that processing an event can generate
+ another event. The state machine also adapted itself to your need and
+ removed almost all features we didn't use in this simple example. Note that
+ this is not per default the fastest possible state machine. See the section
+ "getting more speed" to know how to get the maximum speed. In a nutshell,
+ MSM cannot know about your usage of some features so you will have to
+ explicitly tell it.</p><p>State objects are built automatically with the state machine. They will
+ exist until state machine destruction. MSM is using Boost.Fusion behind the
+ hood. This unfortunately means that if you define more than 10 states, you
+ will need to extend the default:</p><p>
+ </p><pre class="programlisting">#define FUSION_MAX_VECTOR_SIZE 20 // or whatever you need
+ </pre><p>
+ </p><p>When an unexpected event is fired, the <code class="code">no_transition(event, state
+ machine, state id)</code> method of the state machine is called . By
+ default, this method simply asserts when called. It is possible to overwrite
+ the <code class="code">no_transition</code> method to define a different handling:</p><p>
+ </p><pre class="programlisting">template &lt;class Fsm,class Event&gt;
+void no_transition(Event const&amp; e, Fsm&amp; ,int state){...}</pre><p>
+ </p><p><span class="underline">Note</span>: you might have noticed that
+ the tutorial calls <code class="code">start()</code> on the state machine just after
+ creation. The start method will initiate the state machine, meaning it will
+ activate the initial state, which means in turn that the initial state's
+ entry behavior will be called. The reason why we need this will be explained
+ in the <a class="link" href="ch03s05.html#backend-start">back-end part</a>. After a call
+ to start, the state machine is ready to process events. The same way,
+ calling <code class="code">stop()</code> will cause the last exit actions to be called.</p></div><div class="sect2" title="Defining a submachine"><div class="titlepage"><div><div><h3 class="title"><a name="d0e519"></a>Defining a submachine</h3></div></div></div><p>We now want to extend our last state machine by making the Playing state a
+ state machine itself (a submachine).</p><p><span class="inlinemediaobject"><img src="../images/CompositeTutorial.jpg" width="60%"></span></p><p>Again, an <a class="link" href="examples/CompositeTutorial.cpp" target="_top">example</a>
+ is also provided.</p><p>A submachine really is a state machine itself, so we declare Playing as
+ such, choosing a front-end and a back-end:</p><p>
+ </p><pre class="programlisting">struct Playing_ : public msm::front::state_machine_def&lt;Playing_&gt;{...}
+typedef msm::back::state_machine&lt;Playing_&gt; Playing;</pre><p>
+ </p><p>Like for any state machine, one also needs a transition table and an
+ initial state:</p><p>
+ </p><pre class="programlisting">
+struct transition_table : mpl::vector&lt;
+// Start Event Target Action Guard
+// +--------+---------+--------+---------------------------+------+
+a_row&lt; Song1 , NextSong, Song2 , &amp;Playing_::start_next_song &gt;,
+a_row&lt; Song2 , NextSong, Song1 , &amp;Playing_::start_prev_song &gt;,
+a_row&lt; Song2 , NextSong, Song3 , &amp;Playing_::start_next_song &gt;,
+a_row&lt; Song3 , NextSong, Song2 , &amp;Playing_::start_prev_song &gt;
+// +--------+---------+--------+---------------------------+------+
+&gt; {};
+ </pre><p>
+ </p><p>
+ </p><pre class="programlisting">typedef Song1 initial_state; </pre><p>
+ </p><p>This is about all you need to do. MSM will now automatically recognize
+ Playing as a submachine and all events handled by Playing (NextSong and
+ PreviousSong) will now be automatically forwarded to Playing whenever this
+ state is active. All other state machine features described later are also
+ available. You can even decide to use a state machine sometimes as
+ submachine or sometimes as an independent state machine.</p></div><div class="sect2" title="Orthogonal regions, terminate state, event deferring"><div class="titlepage"><div><div><h3 class="title"><a name="d0e554"></a>Orthogonal regions, terminate state, event deferring</h3></div></div></div><p>It is a very common problem in many state machines to have to handle
+ errors. It usually involves defining a transition from all the states to a
+ special error state. Translation: not fun. It is also not practical to find
+ from which state the error originated. The following diagram shows an
+ example of what clearly becomes not very readable:</p><p><span class="inlinemediaobject"><img src="../images/error_no_regions.jpg" width="60%"></span></p><p>This is neither very readable nor beautiful. And we do not even have any
+ action on the transitions yet to make it even less readable.</p><p>Luckily, UML provides a helpful concept, orthogonal regions. See them as
+ lightweight state machines running at the same time inside a common state
+ machine and having the capability to influence one another. The effect is
+ that you have several active states at any time. We can therefore keep our
+ state machine from the previous example and just define a new region made of
+ two states, AllOk and ErrorMode. AllOk is most of the time active. But the
+ error_found error event makes the second region move to the new active state
+ ErrorMode. This event does not interest the main region so it will simply be
+ ignored. "<code class="code">no_transition</code>" will be called only if no region at
+ all handles the event. Also, as UML mandates, every region gets a chance of
+ handling the event, in the order as declared by the
+ <code class="code">initial_state</code> type.</p><p>Adding an orthogonal region is easy, one only needs to declare more states
+ in the <code class="code">initial_state</code> typedef. So, adding a new region with
+ AllOk as the region's initial state is:</p><p>
+ </p><pre class="programlisting">typedef mpl::vector&lt;Empty,AllOk&gt; initial_state;</pre><p>
+ </p><p><span class="inlinemediaobject"><img src="../images/Orthogonal-deferred.jpg" width="60%"></span></p><p>Furthermore, when you detect an error, you usually do not want events to
+ be further processed. To achieve this, we use another UML feature, terminate
+ states. When any region moves to a terminate state, the state machine
+ &#8220;terminates&#8221; (the state machine and all its states stay alive) and all
+ events are ignored. This is of course not mandatory, one can use orthogonal
+ regions without terminate states. MSM also provides a small extension to
+ UML, interrupt states. If you declare ErrorMode as interrupt state instead
+ of terminate state, the state machine will not handle any event other than
+ the one which ends the interrupt. So it's like a terminate state, with the
+ difference that you are allowed to resume the state machine when a condition
+ (like handling of the original error) is met. </p><p><span class="command"><strong><a name="basic-defer"></a></strong></span>Last but not least, this example also shows
+ here the handling of event deferring. Let's say someone puts a disc and
+ immediately presses play. The event cannot be handled, yet you'd want it to
+ be handled at a later point and not force the user to press play again. The
+ solution is to define it as deferred in the Empty and Open states and get it
+ handled in the first state where the event is not to be deferred. It can
+ then be handled or rejected. In this example, when Stopped becomes active,
+ the event will be handled because only Empty and Open defer the
+ event.</p><p>UML defines event deferring as a state property. To accommodate this, MSM
+ lets you specify this in states by providing a <code class="code">deferred_events</code>
+ type:</p><pre class="programlisting">struct Empty : public msm::front::state&lt;&gt;
+{
+ // if the play event is fired while in this state, defer it until a state
+ // handles or rejects it
+ typedef mpl::vector&lt;play&gt; deferred_events;
+...
+}; </pre><p>Please have a look at the <a class="link" href="examples/Orthogonal-deferred.cpp" target="_top">complete
+ example</a>.</p><p>While this is wanted by UML and is simple, it is not always practical
+ because one could wish to defer only in certain conditions. One could also
+ want to make this be part of a transition action with the added bonus of a
+ guard for more sophisticated behaviors. It would also be conform to the MSM
+ philosophy to get as much as possible in the transition table, where you
+ have the whole state machine structure. This is also possible but not
+ practical with this front-end so we will need to pick a different row from
+ the functor front-end. For a complete description of the <code class="code">Row</code>
+ type, please have a look at the <span class="command"><strong><a class="command" href="ch03s03.html#functor-front-end">functor front-end.</a></strong></span></p><p>First, as there is no state where MSM can automatically find out the usage
+ of this feature, we need to require deferred events capability explicitly,
+ by adding a type in the state machine definition:</p><pre class="programlisting">struct player_ : public msm::front::state_machine_def&lt;player_&gt;
+{
+ typedef int activate_deferred_events;
+...
+}; </pre><p>We can now defer an event in any transition of the transition table by
+ using as action the predefined <code class="code">msm::front::Defer</code> functor, for
+ example:</p><p>
+ </p><pre class="programlisting">Row &lt; Empty , play , none , Defer , none &gt;</pre><p>
+ </p><p>This is an internal transition row(see <span class="command"><strong><a class="command" href="ch03s02.html#internal-transitions">internal transitions</a></strong></span>) but
+ you can ignore this for the moment. It just means that we are not leaving
+ the Empty state. What matters is that we use Defer as action. This is
+ roughly equivalent to the previous syntax but has the advantage of giving
+ you all the information in the transition table with the added power of
+ transition behavior.</p><p>The second difference is that as we now have a transition defined, this
+ transition can play in the resolution of <span class="command"><strong><a class="command" href="ch02s02.html#transition-conflict">transition conflicts</a></strong></span>. For
+ example, we could model an "if (condition2) move to Playing else if
+ (condition1) defer play event":</p><p>
+ </p><pre class="programlisting">Row &lt; Empty , play , none , Defer , condition1 &gt;,
+g_row &lt; Empty , play , Playing , &amp;player_::condition2 &gt;</pre><p>
+ </p><p>Please have a look at <a class="link" href="examples/Orthogonal-deferred2.cpp" target="_top">this possible implementation</a>.</p></div><div class="sect2" title="History"><div class="titlepage"><div><div><h3 class="title"><a name="d0e645"></a>History</h3></div></div></div><p>UML defines two types of history, Shallow History and Deep History. In the
+ previous examples, if the player was playing the second song and the user
+ pressed pause, leaving Playing, at the next press on the play button, the
+ Playing state would become active and the first song would play again. Soon
+ would the first client complaints follow. They'd of course demand, that if
+ the player was paused, then it should remember which song was playing. But
+ it the player was stopped, then it should restart from the first song. How
+ can it be done? Of course, you could add a bit of programming logic and
+ generate extra events to make the second song start if coming from Pause.
+ Something like: </p><p>
+ </p><pre class="programlisting">if (Event == end_pause)
+{
+ for (int i=0;i&lt; song number;++i) {player.process_event(NextSong()); }
+} </pre><p>
+ </p><p>Not much to like in this example, isn't it? To solve this problem, you
+ define what is called a shallow or a deep history. A shallow history
+ reactivates the last active substate of a submachine when this submachine
+ becomes active again. The deep history does the same recursively, so if this
+ last active substate of the submachine was itself a submachine, its last
+ active substate would become active and this will continue recursively until
+ an active state is a normal state. For example, let us have a look at the
+ following UML diagram: </p><p><span class="inlinemediaobject"><img src="../images/HistoryTutorial.jpg" width="60%"></span></p><p>Notice that the main difference compared to previous diagrams is that the
+ initial state is gone and replaced by a History symbol (the H inside a
+ circle).</p><p>As explained in the <span class="command"><strong><a class="command" href="ch02s02.html#uml-history">small UML
+ tutorial</a></strong></span>, History is a good concept with a not completely
+ satisfying specification. MSM kept the concept but not the specification and
+ goes another way by making this a policy and you can add your own history
+ types (the <a class="link" href="re02.html#history-interface">reference</a> explains
+ what needs to be done). Furthermore, History is a backend policy. This
+ allows you to reuse the same state machine definition with different history
+ policies in different contexts.</p><p>Concretely, your frontend stays unchanged:</p><p>
+ </p><pre class="programlisting">struct Playing_ : public msm::front::state_machine_def&lt;Playing_&gt;</pre><p>
+ </p><p>You then add the policy to the backend as second parameter:</p><p>
+ </p><pre class="programlisting">typedef msm::back::state_machine&lt;Playing_,
+ msm::back::ShallowHistory&lt;mpl::vector&lt;end_pause&gt; &gt; &gt; Playing;</pre><p>
+ </p><p>This states that a shallow history must be activated if the Playing state
+ machine gets activated by the end_pause event and only this one (or any
+ other event added to the mpl::vector). If the state machine was in the
+ Stopped state and the event play was generated, the history would not be
+ activated and the normal initial state would become active. By default,
+ history is disabled. For your convenience the library provides in addition
+ to ShallowHistory a non-UML standard AlwaysHistory policy (likely to be your
+ main choice) which always activates history, whatever event triggers the
+ submachine activation. Deep history is not available as a policy (but could
+ be added). The reason is that it would conflict with policies which
+ submachines could define. Of course, if for example, Song1 were a state
+ machine itself, it could use the ShallowHistory policy itself thus creating
+ Deep History for itself. An <a class="link" href="examples/History.cpp" target="_top">example</a> is also provided.</p></div><div class="sect2" title="Completion (anonymous) transitions"><div class="titlepage"><div><div><h3 class="title"><a name="d0e690"></a>Completion (anonymous) transitions</h3></div></div></div><p><span class="command"><strong><a name="anonymous-transitions"></a></strong></span>The following diagram shows an
+ example making use of this feature:</p><p><span class="inlinemediaobject"><img src="../images/Anonymous.jpg" width="60%"></span></p><p>Anonymous transitions are transitions without a named event. This means
+ that the transition automatically fires when the predecessor state is
+ entered (to be exact, after the entry action). Otherwise it is a normal
+ transition with actions and guards. Why would you need something like that?
+ A possible case would be if a part of your state machine implements some
+ algorithm, where states are steps of the algorithm implementation. Then,
+ using several anonymous transitions with different guard conditions, you are
+ actually implementing some if/else statement. Another possible use would be
+ a real-time system called at regular intervals and always doing the same
+ thing, meaning implementing the same algorithm. The advantage is that once
+ you know how long a transition takes to execute on the system, by
+ calculating the longest path (the number of transitions from start to end),
+ you can pretty much know how long your algorithm will take in the worst
+ case, which in turns tells you how much of a time frame you are to request
+ from a scheduler. </p><p>If you are using Executable UML (a good book describing it is "Executable
+ UML, a foundation for Model-Driven Architecture"), you will notice that it
+ is common for a state machine to generate an event to itself only to force
+ leaving a state. Anonymous transitions free you from this constraint.</p><p>If you do not use this feature in a concrete state machine, MSM will
+ deactivate it and you will not pay for it. If you use it, there is however a
+ small performance penalty as MSM will try to fire a compound event (the
+ other UML name for anonymous transitions) after every taken transition. This
+ will therefore double the event processing cost, which is not as bad as it
+ sounds as MSM&#8217;s execution speed is very high anyway.</p><p>To define such a transition, use &#8220;none&#8221; as event in the transition table,
+ for example:</p><p>
+ </p><pre class="programlisting">row &lt; State3 , none , State4 , &amp;p::State3ToState4 , &amp;p::always_true &gt;</pre><p>
+ </p><p><a class="link" href="examples/AnonymousTutorial.cpp" target="_top">An implementation</a>
+ of the state machine diagram is also provided.</p></div><div class="sect2" title="Internal transitions"><div class="titlepage"><div><div><h3 class="title"><a name="d0e717"></a><span class="command"><strong><a name="internal-transitions"></a></strong></span>Internal transitions</h3></div></div></div><p>Internal transitions are transitions executing in the scope of the active
+ state, a simple state or a submachine. One can see them as a self-transition
+ of this state, without an entry or exit action called. This is useful when
+ all you want is to execute some code for a given event in a given
+ state.</p><p>Internal transitions are specified as having a higher priority than normal
+ transitions. While it makes sense for a submachine with exit points, it is
+ surprising for a simple state. MSM lets you define the transition priority
+ by setting the transition&#8217;s position inside the transition table (see
+ <span class="command"><strong><a class="command" href="ch06.html#run-to-completion">internals</a></strong></span> ). The
+ difference between "normal" and internal transitions is that internal
+ transitions have no target state, therefore we need new row types. We had
+ a_row, g_row, _row and row, we now add a_irow, g_irow, _irow and irow which
+ are like normal transitions but define no target state. For, example an
+ internal transition with a guard condition could be:</p><p>
+ </p><pre class="programlisting">g_irow &lt; Empty /*state*/,cd_detected/*event*/,&amp;p::internal_guard/* guard */&gt;</pre><p>
+ </p><p>These new row types can be placed anywhere in the transition table so that
+ you can still have your state machine structure grouped together. The only
+ difference of behavior with the UML standard is the missing notion of higher
+ priority for internal transitions. Please have a look at <a class="link" href="examples/SimpleTutorialInternal.cpp" target="_top">the
+ example</a>.</p><p>It is also possible to do it the UML-conform way by declaring a transition
+ table called <code class="code">internal transition_table</code> inside the state itself
+ and using internal row types. For example:</p><pre class="programlisting">struct Empty : public msm::front::state&lt;&gt;
+{
+ struct internal_transition_table : mpl::vector&lt;
+ a_internal &lt; cd_detected , Empty, &amp;Empty::internal_action &gt;
+ &gt; {};
+};</pre><p>This declares an internal transition table called
+ internal_transition_table and reacting on the event cd_detected by calling
+ internal_action on Empty. Let us note a few points:</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>internal tables are NOT called transition_table but
+ internal_transition_table</p></li><li class="listitem"><p>they use different but similar row types: a_internal,
+ g_internal, _internal and internal.</p></li><li class="listitem"><p>These types take as first template argument the triggering
+ event and then the action and guard method. Note that the only
+ real difference to classical rows is the extra argument before
+ the function pointer. This is the type on which the function
+ will be called.</p></li><li class="listitem"><p>This also allows you, if you wish, to use actions and guards
+ from another state of the state machine or in the state machine
+ itself.</p></li><li class="listitem"><p>submachines can have an internal transition table and a
+ classical transition table.</p></li></ul></div><p>The <a class="link" href="examples/TestInternal.cpp" target="_top">following example</a>
+ makes use of an a_internal. It also uses functor-based internal transitions
+ which will be explained in <span class="command"><strong><a class="command" href="ch03s03.html#functor-internal-transitions">the functor
+ front-end</a></strong></span>, please ignore them for the moment. Also note that
+ the state-defined internal transitions, having the highest priority (as
+ mandated by the UML standard), are tried before those defined inside the
+ state machine transition table.</p><p>Which method should you use? It depends on what you need:</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>the first version (using irow) is simpler and likely to
+ compile faster. It also lets you choose the priority of your
+ internal transition.</p></li><li class="listitem"><p>the second version is more logical from a UML perspective and
+ lets you make states more useful and reusable. It also allows
+ you to call actions and guards on any state of the state
+ machine.</p></li></ul></div><p>
+ <span class="command"><strong><a name="internal-transitions-note"></a></strong></span><span class="underline"><span class="bold"><strong>Note</strong></span></span>: There is an added
+ possibility coming from this feature. The
+ <code class="code">internal_transition_table</code> transitions being added directly
+ inside the main state machine's transition table, it is possible, if it is
+ more to your state, to distribute your state machine definition a bit like
+ Boost.Statechart, leaving to the state machine itself the only task of
+ declaring the states it wants to use using the
+ <code class="code">explicit_creation</code> type definition. While this is not the
+ author's favorite way, it is still possible. A simplified example using only
+ two states will show this possibility:</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p><a class="link" href="examples/distributed_table/DistributedTable.cpp" target="_top">state machine definition</a></p></li><li class="listitem"><p>Empty <a class="link" href="examples/distributed_table/Empty.hpp" target="_top">header</a> and <a class="link" href="examples/distributed_table/Empty.cpp" target="_top">cpp</a></p></li><li class="listitem"><p>Open <a class="link" href="examples/distributed_table/Open.hpp" target="_top">header</a> and <a class="link" href="examples/distributed_table/Open.cpp" target="_top">cpp</a></p></li><li class="listitem"><p><a class="link" href="examples/distributed_table/Events.hpp" target="_top">events definition</a></p></li></ul></div><p>There is an added bonus offered for submachines, which can have both the
+ standard transition_table and an internal_transition_table (which has a
+ 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). While the example is
+ with eUML, the same is also possible with any front-end.</p></div><div class="sect2" title="more row types"><div class="titlepage"><div><div><h3 class="title"><a name="d0e819"></a><span class="command"><strong><a name="basic-row2"></a></strong></span>more row types</h3></div></div></div><p>It is also possible to write transitions using actions and guards not just
+ from the state machine but also from its contained states. In this case, one
+ must specify not just a method pointer but also the object on which to call
+ it. This transition row is called, not very originally, <code class="code">row2</code>.
+ They come, like normal transitions in four flavors: <code class="code">a_row2, g_row2,
+ _row2 and row2</code>. For example, a transition calling an action from
+ the state Empty could be:</p><p>
+ </p><pre class="programlisting">a_row2&lt;Stopped,open_close,Open,Empty
+ /*action source*/,&amp;Empty::open_drawer/*action*/&gt;</pre><p>
+ </p><p>The same capabilities are also available for internal transitions so that
+ we have: <code class="code">a_irow2, g_irow2, _irow2 and row2</code>. For transitions
+ defined as part of the <code class="code">internal_transition_table</code>, you can use
+ the <span class="command"><strong><a class="command" href="ch03s02.html#internal-transitions">a_internal, g_internal,
+ _internal, internal</a></strong></span> row types from the previous
+ sections.</p><p>These row types allow us to distribute the state machine code among
+ states, making them reusable and more useful. Using transition tables inside
+ states also contributes to this possibility. An <a class="link" href="examples/SimpleTutorial2.cpp" target="_top">example</a> of these new
+ rows is also provided.</p></div><div class="sect2" title="Explicit entry / entry and exit pseudo-state / fork"><div class="titlepage"><div><div><h3 class="title"><a name="d0e852"></a>Explicit entry / entry and exit pseudo-state / fork</h3></div></div></div><p>MSM (almost) fully supports these features, described in the <span class="command"><strong><a class="command" href="ch02s02.html#uml-history">small UML tutorial</a></strong></span>. Almost because
+ there are currently two limitations: </p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>it is only possible to explicitly enter a sub- state of the
+ target but not a sub-sub state.</p></li><li class="listitem"><p>it is not possible to explicitly exit. Exit points must be
+ used.</p></li></ul></div><p>Let us see a concrete example:</p><p><span class="inlinemediaobject"><img src="../images/entrytutorial.jpg" width="60%"></span></p><p>We find in this diagram:</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>A &#8220;normal&#8221; activation of SubFsm2, triggered by event1. In each
+ region, the initial state is activated, i.e. SubState1 and
+ SubState1b.</p></li><li class="listitem"><p>An explicit entry into SubFsm2::SubState2 for region &#8220;1&#8221; with
+ event2 as trigger, meaning that in region &#8220;2&#8221; the initial state,
+ SubState1b, activated.</p></li><li class="listitem"><p>A fork into regions &#8220;1&#8221; and &#8220;2&#8221; to the explicit entries
+ SubState2 and SubState2b, triggered by event3. Both states
+ become active so no region is default activated (if we had a
+ third one, it would be).</p></li><li class="listitem"><p>A connection of two transitions through an entry pseudo state,
+ SubFsm2::PseudoEntry1, triggered by event4 and triggering also
+ the second transition on the same event (both transitions must
+ be triggered by the same event). Region &#8220;2&#8221; is default-activated
+ and SubState1b becomes active.</p></li><li class="listitem"><p>An exit from SubFsm2 using an exit pseudo-state, PseudoExit1,
+ triggered by event5 and connecting two transitions using the
+ same event. Again, the event is forwarded to the second
+ transition and both regions are exited, as SubFsm2 becomes
+ inactive. Note that if no transition is defined from
+ PseudoExit1, an error (as defined in the UML standard) will be
+ detected and no_transition called.</p></li></ul></div><p>The example is also <a class="link" href="examples/DirectEntryTutorial.cpp" target="_top">fully implemented</a>.</p><p>This sounds complicated but the syntax is simple.</p><div class="sect3" title="Explicit entry"><div class="titlepage"><div><div><h4 class="title"><a name="d0e898"></a>Explicit entry</h4></div></div></div><p>First, to define that a state is an explicit entry, you have to make
+ it a state and mark it as explicit, giving as template parameters the
+ region id (the region id starts with 0 and corresponds to the first
+ initial state of the initial_state type sequence).</p><p>
+ </p><pre class="programlisting">struct SubFsm2_ : public msm::front::state_machine_def&lt;SubFsm2_&gt;
+{
+ struct SubState2 : public msm::front::state&lt;&gt; ,
+ public msm::front::explicit_entry&lt;0&gt;
+ {...};
+...
+};</pre><p>
+ </p><p>And define the submachine as:</p><p>
+ </p><pre class="programlisting">typedef msm::back::state_machine&lt;SubFsm2_&gt; SubFsm2;</pre><p>
+ </p><p>You can then use it as target in a transition with State1 as
+ source:</p><p>
+ </p><pre class="programlisting">_row &lt; State1, Event2, SubFsm2::direct&lt; SubFsm2_::SubState2&gt; &gt; //SubFsm2_::SubState2: complete name of SubState2 (defined within SubFsm2_)</pre><p>
+ </p><p>The syntax deserves some explanation. SubFsm2_ is a front end.
+ SubState2 is a nested state, therefore the SubFsm2_::SubState2 syntax.
+ The containing machine (containing State1 and SubFsm2) refers to the
+ backend instance (SubFsm2). SubFsm2::direct states that an explicit
+ entry is desired.</p><p><span class="command"><strong><a name="explicit-entry-no-region-id"></a></strong></span>Thanks to the <span class="command"><strong><a class="command" href="ch03s05.html#backend-compile-time-analysis">mpl_graph</a></strong></span> library you can also omit to provide the region
+ index and let MSM find out for you. The are however two points to note:</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>MSM can only find out the region index if the explicit
+ entry state is somehow connected to an initial state through
+ a transition, no matter the direction.</p></li><li class="listitem"><p>There is a compile-time cost for this feature.</p></li></ul></div><p><span class="underline">Note (also valid for forks)</span>: in
+ order to make compile time more bearable for the more standard cases,
+ and unlike initial states, explicit entry states which are also not
+ found in the transition table of the entered submachine (a rare case) do
+ NOT get automatically created. To explicitly create such states, you
+ need to add in the state machine containing the explicit states a simple
+ typedef giving a sequence of states to be explicitly created
+ like:</p><p>
+ </p><pre class="programlisting">typedef mpl::vector&lt;SubState2,SubState2b&gt; explicit_creation;</pre><p>
+ </p><p><span class="underline">Note (also valid for forks)</span>: At
+ the moment, it is not possible to use a submachine as the target of an
+ explicit entry. Please use entry pseudo states for an almost identical
+ effect.</p></div><div class="sect3" title="Fork"><div class="titlepage"><div><div><h4 class="title"><a name="d0e950"></a>Fork</h4></div></div></div><p>Need a fork instead of an explicit entry? As a fork is an explicit
+ entry into states of different regions, we do not change the state
+ definition compared to the explicit entry and specify as target a list
+ of explicit entry states:</p><p>
+ </p><pre class="programlisting">_row &lt; State1, Event3,
+ mpl::vector&lt;SubFsm2::direct&lt;SubFsm2_::SubState2&gt;,
+ SubFsm2::direct &lt;SubFsm2_::SubState2b&gt;
+ &gt;</pre><p>
+ </p><p>With SubState2 defined as before and SubState2b defined as being in
+ the second region (Caution: MSM does not check that the region is
+ correct):</p><p>
+ </p><pre class="programlisting">struct SubState2b : public msm::front::state&lt;&gt; ,
+ public msm::front::explicit_entry&lt;1&gt;</pre><p>
+ </p></div><div class="sect3" title="Entry pseudo states"><div class="titlepage"><div><div><h4 class="title"><a name="d0e967"></a>Entry pseudo states</h4></div></div></div><p> To define an entry pseudo state, you need derive from the
+ corresponding class and give the region id:</p><p>
+ </p><pre class="programlisting">struct PseudoEntry1 : public msm::front::entry_pseudo_state&lt;0&gt;</pre><p>
+ </p><p>And add the corresponding transition in the top-level state machine's
+ transition table:</p><p>
+ </p><pre class="programlisting">_row &lt; State1, Event4, SubFsm2::entry_pt&lt;SubFsm2_::PseudoEntry1&gt; &gt;</pre><p>
+ </p><p>And another in the SubFsm2_ submachine definition (remember that UML
+ defines an entry point as a connection between two transitions), for
+ example this time with an action method:</p><p>
+ </p><pre class="programlisting">_row &lt; PseudoEntry1, Event4, SubState3,&amp;SubFsm2_::entry_action &gt;</pre><p>
+ </p></div><div class="sect3" title="Exit pseudo states"><div class="titlepage"><div><div><h4 class="title"><a name="d0e991"></a> Exit pseudo states </h4></div></div></div><p>And finally, exit pseudo states are to be used almost the same way,
+ but defined differently: it takes as template argument the event to be
+ forwarded (no region id is necessary):</p><p>
+ </p><pre class="programlisting">struct PseudoExit1 : public exit_pseudo_state&lt;event6&gt;</pre><p>
+ </p><p>And you need, like for entry pseudo states, two transitions, one in
+ the submachine:</p><p>
+ </p><pre class="programlisting">_row &lt; SubState3, Event5, PseudoExit1 &gt;</pre><p>
+ </p><p>And one in the containing state machine:</p><p>
+ </p><pre class="programlisting">_row &lt; SubFsm2::exit_pt&lt;SubFsm2_::PseudoExit1&gt;, Event6,State2 &gt;</pre><p>
+ </p><p><span class="underline">Important note 1:</span> UML defines
+ transiting to an entry pseudo state and having either no second
+ transition or one with a guard as an error but defines no error
+ handling. MSM will tolerate this behavior; the entry pseudo state will
+ simply be the newly active state.</p><p><span class="underline">Important note 2</span>: UML defines
+ transiting to an exit pseudo state and having no second transition as an
+ error, and also defines no error handling. Therefore, it was decided to
+ implement exit pseudo state as terminate states and the containing
+ composite not properly exited will stay terminated as it was technically
+ &#8220;exited&#8221;.</p><p><span class="underline">Important note 3:</span> UML states
+ that for the exit point, the same event must be used in both
+ transitions. MSM relaxes this rule and only wants the event on the
+ inside transition to be convertible to the one of the outside
+ transition. In our case, event6 is convertible from event5. Notice that
+ the forwarded event must be named in the exit point definition. For
+ example, we could define event6 as simply as:</p><p>
+ </p><pre class="programlisting">struct event
+{
+ event(){}
+ template &lt;class Event&gt;
+ event(Event const&amp;){}
+}; //convertible from any event</pre><p>
+ <span class="underline">Note</span>: There is a current
+ limitation if you need not only convert but also get some data from the
+ original event. Consider:</p><pre class="programlisting">struct event1
+{
+ event1(int val_):val(val_) {}
+ int val;
+}; // forwarded from exit point
+struct event2
+{
+ template &lt;class Event&gt;
+ event2(Event const&amp; e):val(e.val){} // compiler will complain about another event not having any val
+ int val;
+}; // what the higher-level fsm wants to get</pre><p>The solution is to provide two constructors:</p><pre class="programlisting">struct event2
+{
+ template &lt;class Event&gt;
+ event2(Event const&amp; ):val(0){} // will not be used
+ event2(event1 const&amp; e)):val(e.val){} // the conversion constructor
+ int val;
+}; // what the higher-level fsm wants to get</pre></div></div><div class="sect2" title="Flags"><div class="titlepage"><div><div><h3 class="title"><a name="d0e1041"></a>Flags</h3></div></div></div><p>This <a class="link" href="examples/Flags.cpp" target="_top">tutorial</a> is devoted to a
+ concept not defined in UML: flags. It has been added into MSM after proving
+ itself useful on many occasions. Please, do not be frightened as we are not
+ talking about ugly shortcuts made of an improbable collusion of
+ Booleans.</p><p>If you look into the Boost.Statechart documentation you'll find this
+ code:</p><pre class="programlisting">if ( ( state_downcast&lt; const NumLockOff * &gt;() != 0 ) &amp;&amp;
+ ( state_downcast&lt; const CapsLockOff * &gt;() != 0 ) &amp;&amp;
+ ( state_downcast&lt; const ScrollLockOff * &gt;() != 0 ) )
+ </pre><p>While correct and found in many UML books, this can be error-prone and a
+ potential time-bomb when your state machine grows and you add new states or
+ orthogonal regions.</p><p>And most of all, it hides the real question, which would be &#8220;does my state
+ machine's current state define a special property&#8221;? In this special case
+ &#8220;are my keys in a lock state&#8221;? So let's apply the Fundamental Theorem of
+ Software Engineering and move one level of abstraction higher.</p><p>In our player example, let's say we need to know if the player has a
+ loaded CD. We could do the same:</p><pre class="programlisting">if ( ( state_downcast&lt; const Stopped * &gt;() != 0 ) &amp;&amp;
+ ( state_downcast&lt; const Open * &gt;() != 0 ) &amp;&amp;
+ ( state_downcast&lt; const Paused * &gt;() != 0 ) &amp;&amp;
+ ( state_downcast&lt; const Playing * &gt;() != 0 )) </pre><p>Or flag these 4 states as CDLoaded-able. You add a flag_list type into
+ each flagged state:</p><p>
+ </p><pre class="programlisting">typedef mpl::vector1&lt;CDLoaded&gt; flag_list;</pre><p>
+ </p><p>You can even define a list of flags, for example in Playing:</p><p>
+ </p><pre class="programlisting">typedef mpl::vector2&lt;PlayingPaused,CDLoaded&gt; flag_list;</pre><p>
+ </p><p>This means that Playing supports both properties. To check if your player
+ has a loaded CD, check if your flag is active in the current state:</p><p>
+ </p><pre class="programlisting">player p; if (p.is_flag_active&lt;CDLoaded&gt;()) ... </pre><p>
+ </p><p>And what if you have orthogonal regions? How to decide if a state machine
+ is in a flagged state? By default, you keep the same code and the current
+ states will be OR'ed, meaning if one of the active states has the flag, then
+ is_flag_active returns true. Of course, in some cases, you might want that
+ all of the active states are flagged for the state to be active. You can
+ also AND the active states:</p><p>
+ </p><pre class="programlisting">if (p.is_flag_active&lt;CDLoaded,player::Flag_AND&gt;()) ...</pre><p>
+ </p><p>The following diagram displays the flag situation in the tutorial.</p><p><span class="inlinemediaobject"><img src="../images/FlagsTutorial.jpg" width="60%"></span></p></div><div class="sect2" title="Event Hierarchy"><div class="titlepage"><div><div><h3 class="title"><a name="d0e1095"></a><span class="command"><strong><a name="event-hierarchy"></a></strong></span>Event Hierarchy</h3></div></div></div><p>There are cases where one needs transitions based on categories of events.
+ An example is text parsing. Let's say you want to parse a string and use a
+ state machine to manage your parsing state. You want to parse 4 digits and
+ decide to use a state for every matched digit. Your state machine could look
+ like:</p><p><span class="inlinemediaobject"><img src="../images/ParsingDigits.jpg" width="30%"></span></p><p>But how to detect the digit event? We would like to avoid defining 10
+ transitions on char_0, char_1... between two states as it would force us to
+ write 4 x 10 transitions and the compile-time would suffer. To solve this
+ problem, MSM supports the triggering of a transition on a subclass event.
+ For example, if we define digits as: </p><pre class="programlisting">struct digit {};
+struct char_0 : public digit {}; </pre><p>And to the same for other digits, we can now fire char_0, char_1 events
+ and this will cause a transition with "digit" as trigger to be taken.</p><p>An <a class="link" href="examples/ParsingDigits.cpp" target="_top">example</a> with
+ performance measurement, taken from the documentation of Boost.Xpressive
+ illustrates this example. You might notice that the performance is actually
+ very good (in this case even better).</p></div><div class="sect2" title="Customizing a state machine / Getting more speed"><div class="titlepage"><div><div><h3 class="title"><a name="d0e1116"></a>Customizing a state machine / Getting more speed</h3></div></div></div><p>MSM is offering many UML features at a high-speed, but sometimes, you just
+ need more speed and are ready to give up some features in exchange. A
+ process_event is handling several tasks: </p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>checking for terminate/interrupt states</p></li><li class="listitem"><p>handling the message queue (for entry/exit/transition actions
+ generating themselves events)</p></li><li class="listitem"><p>handling deferred events</p></li><li class="listitem"><p>catching exceptions (or not)</p></li><li class="listitem"><p>handling the state switching and action calls</p></li></ul></div><p>Of these tasks, only the last one is absolutely necessary to
+ a state machine (its core job), the other ones are nice-to-haves which cost
+ CPU time. In many cases, it is not so important, but in embedded systems,
+ this can lead to ad-hoc state machine implementations. MSM detects by itself
+ if a concrete state machine makes use of terminate/interrupt states and
+ deferred events and deactivates them if not used. For the other two, if you
+ do not need them, you need to help by indicating it in your implementation.
+ This is done with two simple typedefs:</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p><code class="code">no_exception_thrown</code> indicates that behaviors will
+ never throw and MSM does not need to catch anything</p></li><li class="listitem"><p><code class="code">no_message_queue</code> indicates that no action will
+ itself generate a new event and MSM can save us the message
+ queue.</p></li></ul></div><p>The third configuration possibility, explained <a class="link" href="ch03s02.html#basic-defer">here</a>, is to manually activate deferred
+ events, using <code class="code">activate_deferred_events</code>. For example, the
+ following state machine sets all three configuration types:</p><pre class="programlisting">struct player_ : public msm::front::state_machine_def&lt;player_&gt;
+{
+ // no need for exception handling or message queue
+ typedef int no_exception_thrown;
+ typedef int no_message_queue;
+ // also manually enable deferred events
+ typedef int activate_deferred_events
+ ...// rest of implementation
+ };</pre><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="Choosing the initial event"><div class="titlepage"><div><div><h3 class="title"><a name="d0e1165"></a>Choosing the initial event</h3></div></div></div><p>A state machine is started using the <code class="code">start</code> method. This
+ causes the initial state's entry behavior to be executed. Like every entry
+ behavior, it becomes as parameter the event causing the state to be entered.
+ But when the machine starts, there was no event triggered. In this case, MSM
+ sends <code class="code">msm::back::state_machine&lt;...&gt;::InitEvent</code>, which might
+ not be the default you'd want. For this special case, MSM provides a
+ configuration mechanism in the form of a typedef. If the state machine's
+ front-end definition provides an initial_event typedef set to another event,
+ this event will be used. For example:</p><pre class="programlisting">struct my_initial_event{};
+struct player_ : public msm::front::state_machine_def&lt;player_&gt;{
+...
+typedef my_initial_event initial_event;
+};</pre></div><div class="sect2" title="Containing state machine (deprecated)"><div class="titlepage"><div><div><h3 class="title"><a name="d0e1178"></a> Containing state machine (deprecated)</h3></div></div></div><p>This feature is still supported in MSM for backward compatibility but made
+ obsolete by the fact that every guard/action/entry action/exit action get
+ the state machine passed as argument and might be removed at a later
+ time.</p><p>All of the states defined in the state machine are created upon state
+ machine construction. This has the huge advantage of a reduced syntactic
+ noise. The cost is a small loss of control for the user on the state
+ creation and access. But sometimes you needed a way for a state to get
+ access to its containing state machine. Basically, a state needs to change
+ its declaration to:</p><pre class="programlisting">struct Stopped : public msm::front::state&lt;sm_ptr&gt;</pre><p>And to provide a set_sm_ptr function: <code class="code">void set_sm_ptr(player*
+ pl)</code></p><p>to get a pointer to the containing state machine. The same applies to
+ terminate_state / interrupt_state and entry_pseudo_state /
+ exit_pseudo_state. </p></div></div><div class="navfooter"><hr><table width="100%" summary="Navigation footer"><tr><td width="40%" align="left"><a accesskey="p" href="ch03.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="ch03s03.html">Next</a></td></tr><tr><td width="40%" align="left" valign="top">Chapter&nbsp;3.&nbsp;Tutorial&nbsp;</td><td width="20%" align="center"><a accesskey="h" href="index.html">Home</a></td><td width="40%" align="right" valign="top">&nbsp;Functor front-end</td></tr></table></div></body></html> \ No newline at end of file
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+<html><head>
+ <meta http-equiv="Content-Type" content="text/html; charset=ISO-8859-1">
+ <title>Functor front-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)"><link rel="up" href="ch03.html" title="Chapter&nbsp;3.&nbsp;Tutorial"><link rel="prev" href="ch03s02.html" title="Basic front-end"><link rel="next" href="ch03s04.html" title="eUML (experimental)"></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">Functor front-end</th></tr><tr><td width="20%" align="left"><a accesskey="p" href="ch03s02.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="ch03s04.html">Next</a></td></tr></table><hr></div><div class="sect1" title="Functor front-end"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a name="d0e1193"></a><span class="command"><strong><a name="functor-front-end"></a></strong></span>Functor front-end</h2></div></div></div><p>The functor front-end is the preferred front-end at the moment. It is more
+ powerful than the standard front-end and has a more readable transition table.
+ It also makes it easier to reuse parts of state machines. Like <span class="command"><strong><a class="command" href="ch03s04.html#eUML-front-end">eUML</a></strong></span>, it also comes with a good deal
+ of predefined actions. Actually, eUML generates a functor front-end through
+ Boost.Typeof and Boost.Proto so both offer the same functionality.</p><p>The rows which MSM offered in the previous front-end come in different
+ flavors. We saw the a_row, g_row, _row, row, not counting internal rows. This is
+ already much to know, so why define new rows? These types have some
+ disadvantages: </p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>They are more typing and information than we would wish. This
+ means syntactic noise and more to learn.</p></li><li class="listitem"><p>Function pointers are weird in C++.</p></li><li class="listitem"><p>The action/guard signature is limited and does not allow for more
+ variations of parameters (source state, target state, current state
+ machine, etc.)</p></li><li class="listitem"><p>It is not easy to reuse action code from a state machine to
+ another.</p></li></ul></div><div class="sect2" title="Transition table"><div class="titlepage"><div><div><h3 class="title"><a name="d0e1217"></a> Transition table </h3></div></div></div><p>We can change the definition of the simple tutorial's transition table
+ to:</p><pre class="programlisting">
+struct transition_table : mpl::vector&lt;
+// Start Event Target Action Guard
+// +---------+------------+-----------+---------------------------+----------------------------+
+Row &lt; Stopped , play , Playing , start_playback , none &gt;,
+Row &lt; Stopped , open_close , Open , open_drawer , none &gt;,
+Row &lt; Stopped , stop , Stopped , none , none &gt;,
+// +---------+------------+-----------+---------------------------+----------------------------+
+Row &lt; Open , open_close , Empty , close_drawer , none &gt;,
+// +---------+------------+-----------+---------------------------+----------------------------+
+Row &lt; Empty , open_close , Open , open_drawer , none &gt;,
+Row &lt; Empty , cd_detected, Stopped , store_cd_info , good_disk_format &gt;,
+g_row&lt; Empty , cd_detected, Playing , &amp;player_::store_cd_info , &amp;player_::auto_start &gt;,
+// +---------+------------+-----------+---------------------------+----------------------------+
+Row &lt; Playing , stop , Stopped , stop_playback , none &gt;,
+Row &lt; Playing , pause , Paused , pause_playback , none &gt;,
+Row &lt; Playing , open_close , Open , stop_and_open , none &gt;,
+// +---------+------------+-----------+---------------------------+----------------------------+
+Row &lt; Paused , end_pause , Playing , resume_playback , none &gt;,
+Row &lt; Paused , stop , Stopped , stop_playback , none &gt;,
+Row &lt; Paused , open_close , Open , stop_and_open , none &gt;
+// +---------+------------+-----------+---------------------------+----------------------------+
+&gt; {};
+ </pre><p>Transitions are now of type "Row" with exactly 5 template arguments:
+ source state, event, target state, action and guard. Wherever there is
+ nothing (for example actions and guards), write "none". Actions and guards
+ are no more methods but functors getting as arguments the detected event,
+ the state machine, source and target state:</p><pre class="programlisting">struct store_cd_info
+{
+ template &lt;class Fsm,class Evt,class SourceState,class TargetState&gt;
+ void operator()(Evt const&amp;, Fsm&amp; fsm, SourceState&amp;,TargetState&amp; )
+ {
+ cout &lt;&lt; "player::store_cd_info" &lt;&lt; endl;
+ fsm.process_event(play());
+ }
+}; </pre><p>The advantage of functors compared to functions are that functors are
+ generic and reusable. They also allow passing more parameters than just
+ events. The guard functors are the same but have an operator() returning a
+ bool.</p><p>It is also possible to mix rows from different front-ends. To show this, a
+ g_row has been left in the transition table. <span class="underline">Note:</span> in case the action functor is used in the transition
+ table of a state machine contained inside a top-level state machine, the
+ &#8220;fsm&#8221; parameter refers to the lowest-level state machine (referencing this
+ action), not the top-level one.</p><p>To illustrate the reusable point, MSM comes with a whole set of predefined
+ functors. Please refer to eUML for the <a class="link" href="pt02.html#Reference-begin">full list</a>. For example, we are now going to replace the first
+ action by an action sequence and the guard by a more complex functor.</p><p>We decide we now want to execute two actions in the first transition
+ (Stopped -&gt; Playing). We only need to change the action start_playback to
+ </p><pre class="programlisting">ActionSequence_&lt; mpl::vector&lt;some_action, start_playback&gt; &gt;</pre><p>and
+ now will execute some_action and start_playback every time the transition is
+ taken. ActionSequence_ is a functor calling each action of the mpl::vector
+ in sequence.</p><p>We also want to replace good_disk_format by a condition of the type:
+ &#8220;good_disk_format &amp;&amp; (some_condition || some_other_condition)&#8221;. We
+ can achieve this using And_ and Or_ functors:
+ </p><pre class="programlisting">And_&lt;good_disk_format,Or_&lt; some_condition , some_other_condition&gt; &gt;</pre><p>It
+ even starts looking like functional programming. MSM ships with functors for
+ operators, state machine usage, STL algorithms or container methods.</p></div><div class="sect2" title="Defining states with entry/exit actions"><div class="titlepage"><div><div><h3 class="title"><a name="d0e1250"></a>Defining states with entry/exit actions</h3></div></div></div><p>You probably noticed that we just showed a different transition table and
+ that we even mixed rows from different front-ends. This means that you can
+ do this and leave the definitions for states unchanged. Most examples are
+ doing this as it is the simplest solution. You still enjoy the simplicity of
+ the first front-end with the extended power of the new transition types.
+ This <a class="link" href="examples/SimpleWithFunctors.cpp" target="_top">tutorial</a>,
+ adapted from the earlier example does just this.</p><p>Of course, it is also possible to define states where entry and exit
+ actions are also provided as functors as these are generated by eUML and
+ both front-ends are equivalent. For example, we can define a state
+ as:</p><pre class="programlisting">struct Empty_Entry
+{
+ template &lt;class Event,class Fsm,class State&gt;
+ void operator()(Event const&amp;,Fsm&amp;,State&amp;)
+ {
+ ...
+ }
+}; // same for Empty_Exit
+struct Empty : public msm::front::euml::func_state&lt;Empty_Entry,Empty_Exit&gt;{};</pre><p>This also means that you can, like in the transition table, write entry /
+ exit actions made of more complicated action combinations. The previous
+ example can therefore <a class="link" href="examples/SimpleWithFunctors2.cpp" target="_top">be
+ rewritten</a>.</p><p>Usually, however, one will probably use the standard state definition as
+ it provides the same capabilities as this front-end state definition, unless
+ one needs some of the shipped predefined functors or is a fan of functional
+ programming.</p></div><div class="sect2" title="What do you actually do inside actions / guards (Part 2)?"><div class="titlepage"><div><div><h3 class="title"><a name="d0e1269"></a><span class="command"><strong><a name="functor-front-end-actions"></a></strong></span>What do you actually do inside actions / guards (Part 2)?</h3></div></div></div><p>Using the basic front-end, we saw how to pass data to actions through the
+ event, that data common to all states could be stored in the state machine,
+ state relevant data could be stored in the state and access as template
+ parameter in the entry / exit actions. What was however missing was the
+ capability to access relevant state data in the transition action. This is
+ possible with this front-end. A transition's source and target state are
+ also given as arguments. If the current calculation's state was to be found
+ in the transition's source state (whatever it is), we could access
+ it:</p><pre class="programlisting">struct send_rocket
+{
+ template &lt;class Fsm,class Evt,class SourceState,class TargetState&gt;
+ void operator()(Evt const&amp;, Fsm&amp; fsm, SourceState&amp; src,TargetState&amp; )
+ {
+ fire_rocket(evt.direction, src.current_calculation);
+ }
+}; </pre><p>It was a little awkward to generate new events inside actions with the basic
+ front-end. With the functor front-end it is much cleaner:</p><pre class="programlisting">struct send_rocket
+{
+ template &lt;class Fsm,class Evt,class SourceState,class TargetState&gt;
+ void operator()(Evt const&amp; evt, Fsm&amp; fsm, SourceState&amp; src,TargetState&amp;)
+ {
+ fire_rocket(evt.direction, src.current_calculation);
+ fsm.process_event(rocket_launched());
+ }
+}; </pre></div><div class="sect2" title="Defining a simple state machine"><div class="titlepage"><div><div><h3 class="title"><a name="d0e1281"></a>Defining a simple state machine</h3></div></div></div><p>Like states, state machines can be defined using the previous front-end,
+ as the previous example showed, or with the functor front-end, which allows
+ you to define a state machine entry and exit functions as functors, as in
+ <a class="link" href="examples/SimpleWithFunctors2.cpp" target="_top">this
+ example</a>.</p></div><div class="sect2" title="Anonymous transitions"><div class="titlepage"><div><div><h3 class="title"><a name="d0e1289"></a>Anonymous transitions</h3></div></div></div><p>Anonymous (completion) transitions are transitions without a named event.
+ We saw how this front-end uses <code class="code">none</code> when no action or guard is
+ required. We can also use <code class="code">none</code> instead of an event to mark an
+ anonymous transition. For example, the following transition makes an
+ immediate transition from State1 to State2:</p><pre class="programlisting">Row &lt; State1 , none , State2 &gt;</pre><p>The following transition does the same but calling an action in the
+ process:</p><pre class="programlisting">Row &lt; State1 , none , State2 , State1ToState2, none &gt;</pre><p>The following diagram shows an example and its <a class="link" href="examples/AnonymousTutorialWithFunctors.cpp" target="_top">implementation</a>:</p><p><span class="inlinemediaobject"><img src="../images/Anonymous.jpg" width="70%"></span></p></div><div class="sect2" title="Internal transitions"><div class="titlepage"><div><div><h3 class="title"><a name="d0e1315"></a><span class="command"><strong><a name="functor-internal-transitions"></a></strong></span>Internal
+ transitions</h3></div></div></div><p>The <a class="link" href="examples/SimpleTutorialInternalFunctors.cpp" target="_top">following example</a> uses internal transitions with the functor
+ front-end. As for the simple standard front-end, both methods of defining
+ internal transitions are supported:</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>providing a <code class="code">Row</code> in the state machine's transition
+ table with <code class="code">none</code> as target state defines an internal
+ transition.</p></li><li class="listitem"><p>providing an <code class="code">internal_transition_table</code> made of
+ <code class="code">Internal</code> rows inside a state or submachine
+ defines UML-conform internal transitions with higher
+ priority.</p></li><li class="listitem"><p>transitions defined inside
+ <code class="code">internal_transition_table</code> require no source or
+ target state as the source state is known (<code class="code">Internal</code>
+ really are <code class="code">Row</code> without a source or target state)
+ .</p></li></ul></div><p>Like for the <span class="command"><strong><a class="command" href="ch03s02.html#internal-transitions-note">standard front-end internal transitions</a></strong></span>, internal transition
+ tables are added into the main state machine's table, thus allowing you to
+ distribute the transition table definition and reuse states.</p><p>There is an 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 later. 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). While the example is with eUML,
+ the same is also possible with this front-end.</p></div></div><div class="navfooter"><hr><table width="100%" summary="Navigation footer"><tr><td width="40%" align="left"><a accesskey="p" href="ch03s02.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="ch03s04.html">Next</a></td></tr><tr><td width="40%" align="left" valign="top">Basic 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;eUML (experimental)</td></tr></table></div></body></html> \ No newline at end of file
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+<html><head>
+ <meta http-equiv="Content-Type" content="text/html; charset=ISO-8859-1">
+ <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)"><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="d0e1361"></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
+ some compilers will start crashing when a state machine becomes too big (usually
+ when you write huge actions).</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 supported (like VC9-10, 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="d0e1394"></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 (or 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="A simple example: rewriting only our transition table"><div class="titlepage"><div><div><h3 class="title"><a name="d0e1435"></a>A simple example: rewriting only our transition table</h3></div></div></div><p>As an introduction to eUML, we will rewrite our tutorial's transition
+ table using eUML. This will require two or three changes, depending on the compiler:</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>events must inherit from msm::front::euml::euml_event&lt;
+ event_name &gt;</p></li><li class="listitem"><p>states must inherit from msm::front::euml::euml_state&lt;
+ state_name &gt;</p></li><li class="listitem"><p>with VC, states must be declared before the front-end</p></li></ul></div><p>We now can write the transition table like just shown, using
+ BOOST_MSM_EUML_DECLARE_TRANSITION_TABLE instead of
+ BOOST_MSM_EUML_TRANSITION_TABLE. The <a class="link" href="examples/SimpleTutorialWithEumlTable.cpp" target="_top">implementation</a> is pretty
+ straightforward.</p><p>The <a class="link" href="examples/CompositeTutorialWithEumlTable.cpp" target="_top">composite</a> implementation is slightly trickier because the submachine
+ has to be a msm::back::state_machine and a msm::front::euml::state. For
+ example:</p><pre class="programlisting">// front-end like always
+struct front_end : public boost::msm::front::state_machine_def&lt;front_end&gt;
+{
+...
+};
+// back-end like always
+typedef boost::msm::back::state_machine&lt;front_end&gt; back_end;
+// this is new: make the submachine a eUML type
+struct submachine : public back_end,
+ public boost::msm::front::euml::euml_state&lt;back_end&gt;
+{
+};</pre><p>Unfortunately, there is a bug with VC, which appears from time to time and
+ causes in a stack overflow. If you get a warning that the program is
+ recursive on all paths, revert to either standard eUML or another front-end
+ as Microsoft doesn't seem to intend to fix it.</p><p>We now have a new, more readable transition table with few changes to our
+ example. eUML can do much more so please follow the guide.</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="d0e1466"></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="d0e1469"></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="d0e1500"></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="d0e1523"></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="Wrapping up a simple state machine and first complete examples"><div class="titlepage"><div><div><h3 class="title"><a name="d0e1579"></a>Wrapping up a simple state machine and first complete examples</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 syntax</a> and
+ <a class="link" href="examples/SimpleTutorialEuml.cpp" target="_top">second syntax</a>.
+ 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="d0e1627"></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="d0e1643"></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="d0e1743"></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="d0e1855"></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="d0e1890"></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="d0e1908"></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="d0e1939"></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="d0e2003"></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>process_(event_): reprocesses the event which triggered the
+ transition</p></li><li class="listitem"><p>reprocess_(): same as above but shorter to write</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="d0e2106"></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 class="sect2" title="Writing actions with Boost.Phoenix (in development)"><div class="titlepage"><div><div><h3 class="title"><a name="d0e2159"></a><span class="command"><strong><a name="eUML-phoenix"></a></strong></span>Writing actions with Boost.Phoenix (in development)</h3></div></div></div><p> It is also possible to write actions, guards, state entry and exit
+ actions using a reduced set of Boost.Phoenix capabilities. This feature
+ is still in development stage, so you might get here and there some
+ surprise. Simple cases, however, should work well. What will not work
+ will be mixing of eUML and Phoenix functors. Writing guards in one
+ language and actions in another is ok though.</p><p>Phoenix also supports a larger syntax than what will ever be possible
+ with eUML, so you can only use a reduced set of phoenix's grammar. This
+ is due to the nature of eUML. The run-time transition table definition
+ is translated to a type using Boost.Typeof. The result is a "normal" MSM
+ transition table made of functor types. As C++ does not allow mixing
+ run-time and compile-time constructs, there will be some limit (trying
+ to instantiate a template class MyTemplateClass&lt;i&gt; where i is an int
+ will give you an idea). This means following valid Phoenix constructs
+ will not work:</p><p>
+ </p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>literals</p></li><li class="listitem"><p>function pointers</p></li><li class="listitem"><p>bind</p></li><li class="listitem"><p>-&gt;*</p></li></ul></div><p>
+ </p><p>MSM also provides placeholders which make more sense in its context
+ than arg1.. argn:</p><p>
+ </p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>_event: the event triggering the transition</p></li><li class="listitem"><p>_fsm: the state machine processing the event</p></li><li class="listitem"><p>_source: the source state of the transition</p></li><li class="listitem"><p>_target: the target state of the transition</p></li><li class="listitem"><p>_state: for state entry/exit actions, the entry/exit
+ state</p></li></ul></div><p>
+ </p><p>Future versions of MSM will support Phoenix better. You can contribute
+ by finding out cases which do not work but should, so that they can be
+ added.</p><p>Phoenix support is not activated by default. To activate it, add
+ before any MSM header: #define BOOST_MSM_EUML_PHOENIX_SUPPORT.</p><p>A <a class="link" href="examples/SimplePhoenix.cpp" target="_top">simple example</a> shows some basic capabilities.</p></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> \ No newline at end of file
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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)"><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="d0e2213"></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="d0e2218"></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 and stopping a state machine"><div class="titlepage"><div><div><h3 class="title"><a name="d0e2227"></a><span class="command"><strong><a name="backend-start"></a></strong></span>Starting and stopping 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><p>The <code class="code">stop()</code> method works the same way. It will cause the exit
+ actions of the currently active states(s) to be called.</p><p>Both methods are actually not an absolute need. Not calling them will
+ simply cause your first entry or your last exit action not to be
+ called.</p></div><div class="sect2" title="Event dispatching"><div class="titlepage"><div><div><h3 class="title"><a name="d0e2246"></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="d0e2255"></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="d0e2269"></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="d0e2322"></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="d0e2348"></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="d0e2391"></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="d0e2404"></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="d0e2417"></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="d0e2457"></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 policy argument
+ (first is the front-end, then 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>
+ </p></div><div class="sect2" title="Compile-time state machine analysis"><div class="titlepage"><div><div><h3 class="title"><a name="d0e2539"></a><span class="command"><strong><a name="backend-compile-time-analysis"></a></strong></span>Compile-time state machine analysis </h3></div></div></div><p>A MSM state machine being a metaprogram, it is only logical that cheking
+ for the validity of a concrete state machine happens compile-time. To this
+ aim, using the compile-time graph library <a class="link" href="http://www.dynagraph.org/mpl_graph/" target="_top">mpl_graph</a> (delivered at the moment
+ with MSM) from Gordon Woodhull, MSM provides several compile-time checks:</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>Check that orthogonal regions ar truly orthogonal.</p></li><li class="listitem"><p>Check that all states are either reachable from the initial
+ states or are explicit entries / pseudo-entry states.</p></li></ul></div><p>To make use of this feature, the back-end provides a policy (default is no
+ analysis), <code class="code">msm::back::mpl_graph_fsm_check</code>. For example:</p><pre class="programlisting"> typedef msm::back::state_machine&lt; player_,msm::back::mpl_graph_fsm_check&gt; player; </pre><p>As MSM is now using Boost.Parameter to declare policies, the policy choice
+ can be made at any position after the front-end type (in this case
+ <code class="code">player_</code>).</p><p>In case an error is detected, a compile-time assertion is provoked.</p><p>This feature is not enabled by default because it has a non-neglectable
+ compile-time cost. The algorithm is linear if no explicit or pseudo entry
+ states are found in the state machine, unfortunately still O(number of
+ states * number of entry states) otherwise. This will be improved in future
+ versions of MSM.</p><p>The same algorithm is also used in case you want to omit providing the
+ region index in the <span class="command"><strong><a class="command" href="ch03s02.html#explicit-entry-no-region-id">explicit entry / pseudo entry state</a></strong></span> declaration.</p><p>The author's advice is to enable the checks after any state machine
+ structure change and disable it again after sucessful analysis.</p><p>The <a class="link" href="examples/TestErrorOrthogonality.cpp" target="_top">following example</a> provokes an assertion if one of the first two lines
+ of the transition table is used.</p></div><div class="sect2" title="Enqueueing events for later processing"><div class="titlepage"><div><div><h3 class="title"><a name="d0e2583"></a><span class="command"><strong><a name="backend-enqueueing"></a></strong></span> Enqueueing events for later
+ processing </h3></div></div></div><p>Calling <code class="code">process_event(Event const&amp;)</code> will immediately
+ process the event with run-to-completion semantics. You can also enqueue the
+ events and delay their processing by calling <code class="code">enqueue_event(Event
+ const&amp;)</code> instead. Calling <code class="code">execute_queued_events()</code> will then
+ process all enqueued events (in FIFO order).</p><p>You can query the queue size by calling <code class="code">get_message_queue_size()</code>.</p></div><div class="sect2" title="Customizing the message queues"><div class="titlepage"><div><div><h3 class="title"><a name="d0e2603"></a><span class="command"><strong><a name="backend-queues"></a></strong></span> Customizing the message queues </h3></div></div></div><p>MSM uses by default a std::deque for its queues (one message queue for
+ events generated during run-to-completion or with
+ <code class="code">enqueue_event</code>, one for deferred events). Unfortunately, on some
+ STL implementations, it is a very expensive container in size and copying
+ time. Should this be a problem, MSM offers an alternative based on
+ boost::circular_buffer. The policy is msm::back::queue_container_circular.
+ To use it, you need to provide it to the back-end definition:</p><pre class="programlisting"> typedef msm::back::state_machine&lt; player_,msm::back::queue_container_circular&gt; player; </pre><p>You can access the queues with get_message_queue and get_deferred_queue,
+ both returning a reference or a const reference to the queues themselves.
+ Boost::circular_buffer is outside of the scope of this documentation. What
+ you will however need to define is the queue capacity (initially is 0) to
+ what you think your queue will at most grow, for example (size 1 is
+ common):</p><pre class="programlisting"> fsm.get_message_queue().set_capacity(1); </pre></div><div class="sect2" title="Policy definition with Boost.Parameter"><div class="titlepage"><div><div><h3 class="title"><a name="d0e2618"></a><span class="command"><strong><a name="backend-boost-parameter"></a></strong></span>Policy definition with Boost.Parameter </h3></div></div></div><p>MSM uses Boost.Parameter to allow easier definition of
+ back::state_machine&lt;&gt; policy arguments (all except the front-end). This
+ allows you to define policy arguments (history, compile-time / run-time,
+ state machine analysis, container for the queues) at any position, in any
+ number. For example: </p><pre class="programlisting"> typedef msm::back::state_machine&lt; player_,msm::back::mpl_graph_fsm_check&gt; player;
+ typedef msm::back::state_machine&lt; player_,msm::back::AlwaysHistory&gt; player;
+ typedef msm::back::state_machine&lt; player_,msm::back::mpl_graph_fsm_check,msm::back::AlwaysHistory&gt; player;
+ typedef msm::back::state_machine&lt; player_,msm::back::AlwaysHistory,msm::back::mpl_graph_fsm_check&gt; player; </pre></div><div class="sect2" title="Choosing when to switch active states"><div class="titlepage"><div><div><h3 class="title"><a name="d0e2626"></a><span class="command"><strong><a name="backend-state-switch"></a></strong></span>Choosing when to switch active
+ states </h3></div></div></div><p>The UML Standard is silent about a very important question: when a
+ transition fires, at which exact point is the target state the new active
+ state of a state machine? At the end of the transition? After the source
+ state has been left? What if an exception is thrown? The Standard considers
+ that run-to-completion means a transition completes in almost no time. But
+ even this can be in some conditions a very very long time. Consider the
+ following example. We have a state machine representing a network
+ connection. We can be <code class="code">Connected</code> and <code class="code">Disconnected</code>. When we move from one
+ state to another, we send a (Boost) Signal to another entity. By default,
+ MSM makes the target state as the new state after the transition is
+ completed. We want to send a signal based on a flag is_connected which is
+ true when in state Connected.</p><p>We are in state <code class="code">Disconnected</code> and receive an event <code class="code">connect</code>. The transition
+ action will ask the state machine <code class="code">is_flag_active&lt;is_connected&gt;</code> and will
+ get... false because we are still in <code class="code">Disconnected</code>. Hmm, what to do? We could
+ queue the action and execute it later, but it means an extra queue, more
+ work and higher run-time.</p><p>MSM provides the possibility (in form of a policy) for a front-end to
+ decide when the target state becomes active. It can be:</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>before the transition fires, if the guard will allow the
+ transition to fire:
+ <code class="code">active_state_switch_before_transition</code></p></li><li class="listitem"><p>after calling the exit action of the source state:
+ <code class="code">active_state_switch_after_exit</code></p></li><li class="listitem"><p>after the transition action is executed:
+ <code class="code">active_state_switch_after_transition_action</code></p></li><li class="listitem"><p>after the entry action of the target state is executed
+ (default): <code class="code">active_state_switch_after_entry</code></p></li></ul></div><p>The problem and the solution is shown for the
+ <a class="link" href="examples/ActiveStateSetBeforeTransition.cpp" target="_top">functor-front-end</a>
+ and <a class="link" href="examples/ActivateStateBeforeTransitionEuml.cpp" target="_top">eUML</a>. Removing <code class="code">active_state_switch_before_transition</code>
+ will show the default state. </p></div></div><div class="navfooter"><hr><table width="100%" summary="Navigation footer"><tr><td width="40%" align="left"><a accesskey="p" href="ch03s04.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="ch04.html">Next</a></td></tr><tr><td width="40%" align="left" valign="top">eUML (experimental)&nbsp;</td><td width="20%" align="center"><a accesskey="h" href="index.html">Home</a></td><td width="40%" align="right" valign="top">&nbsp;Chapter&nbsp;4.&nbsp; Performance / Compilers</td></tr></table></div></body></html> \ No newline at end of file
diff --git a/libs/msm/doc/HTML/ch04.html b/libs/msm/doc/HTML/ch04.html
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+<html><head>
+ <meta http-equiv="Content-Type" content="text/html; charset=ISO-8859-1">
+ <title>Chapter&nbsp;4.&nbsp; Performance / Compilers</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)"><link rel="up" href="pt01.html" title="Part&nbsp;I.&nbsp;User' guide"><link rel="prev" href="ch03s05.html" title="Back-end"><link rel="next" href="ch04s02.html" title="Executable size"></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&nbsp;4.&nbsp; Performance / Compilers</th></tr><tr><td width="20%" align="left"><a accesskey="p" href="ch03s05.html">Prev</a>&nbsp;</td><th width="60%" align="center">Part&nbsp;I.&nbsp;User' guide</th><td width="20%" align="right">&nbsp;<a accesskey="n" href="ch04s02.html">Next</a></td></tr></table><hr></div><div class="chapter" title="Chapter&nbsp;4.&nbsp; Performance / Compilers"><div class="titlepage"><div><div><h2 class="title"><a name="d0e2685"></a>Chapter&nbsp;4.&nbsp; Performance / Compilers</h2></div></div></div><div class="toc"><p><b>Table of Contents</b></p><dl><dt><span class="sect1"><a href="ch04.html#d0e2707">Speed</a></span></dt><dt><span class="sect1"><a href="ch04s02.html">Executable size</a></span></dt><dt><span class="sect1"><a href="ch04s03.html">Supported compilers</a></span></dt><dt><span class="sect1"><a href="ch04s04.html"> Limitations </a></span></dt><dt><span class="sect1"><a href="ch04s05.html"> Compilers corner </a></span></dt></dl></div><p>Tests were made on different PCs running Windows XP and Vista and compiled with
+ VC9 SP1 or Ubuntu and compiled with g++ 4.2 and 4.3. For these tests, the same
+ player state machine was written using Boost.Statechart, as a <a class="link" href="examples/SCSimple.cpp" target="_top">state machine with only simple states</a>
+ and as a <a class="link" href="examples/SCComposite.cpp" target="_top">state machine with a composite
+ state</a>. The same simple and composite state machines are implemented with
+ MSM with a standard frontend <a class="link" href="examples/MsmSimple.cpp" target="_top">(simple)</a><a class="link" href="examples/MsmComposite.cpp" target="_top">(composite)</a>,
+ the simple one also with <a class="link" href="examples/MsmSimpleFunctors.cpp" target="_top">functors</a> and with <a class="link" href="examples/EumlSimple.cpp" target="_top">eUML</a>. As these simple machines need no terminate/interrupt states, no
+ message queue and have no-throw guarantee on their actions, the MSM state machines
+ are defined with minimum functionality. Test machine is a Q6600 2.4GHz, Vista
+ 64.</p><div class="sect1" title="Speed"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a name="d0e2707"></a>Speed</h2></div></div></div><p>VC9:</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>The simple test completes 90 times faster with MSM than with
+ Boost.Statechart</p></li><li class="listitem"><p>The composite test completes 25 times faster with MSM</p></li></ul></div><p>gcc 4.2.3 (Ubuntu 8.04 in VMWare, same PC):</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>The simple test completes 46 times faster with MSM</p></li><li class="listitem"><p>The composite test completes 19 times faster with Msm</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="ch03s05.html">Prev</a>&nbsp;</td><td width="20%" align="center"><a accesskey="u" href="pt01.html">Up</a></td><td width="40%" align="right">&nbsp;<a accesskey="n" href="ch04s02.html">Next</a></td></tr><tr><td width="40%" align="left" valign="top">Back-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;Executable size</td></tr></table></div></body></html> \ No newline at end of file
diff --git a/libs/msm/doc/HTML/ch04s02.html b/libs/msm/doc/HTML/ch04s02.html
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+<html><head>
+ <meta http-equiv="Content-Type" content="text/html; charset=ISO-8859-1">
+ <title>Executable size</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)"><link rel="up" href="ch04.html" title="Chapter&nbsp;4.&nbsp; Performance / Compilers"><link rel="prev" href="ch04.html" title="Chapter&nbsp;4.&nbsp; Performance / Compilers"><link rel="next" href="ch04s03.html" title="Supported 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">Executable size</th></tr><tr><td width="20%" align="left"><a accesskey="p" href="ch04.html">Prev</a>&nbsp;</td><th width="60%" align="center">Chapter&nbsp;4.&nbsp; Performance / Compilers</th><td width="20%" align="right">&nbsp;<a accesskey="n" href="ch04s03.html">Next</a></td></tr></table><hr></div><div class="sect1" title="Executable size"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a name="d0e2728"></a>Executable size</h2></div></div></div><p>There are some worries that MSM generates huge code. Is it true? The 2
+ compilers I tested disagree with this claim. On VC9, the test state machines
+ used in the performance section produce executables of 14kB (for simple and
+ eUML) and 21kB (for the composite). This includes the test code and iostreams.
+ By comparison, an empty executable with iostreams generated by VC9 has a size of
+ 7kB. Boost.Statechart generates executables of 43kB and 54kB. As a bonus, eUML
+ comes for &#8220;free&#8221; in terms of executable size. You even get a speed gain. With
+ g++ 4.3, it strongly depends on the compiler options (much more than VC). A good
+ size state machine with &#8211;O3 can generate an executable of 600kB, and with eUML
+ you can get to 1.5MB. Trying with &#8211;Os &#8211;s I come down to 18kB and 30kB for the
+ test state machines, while eUML will go down to 1MB (which is still big), so in
+ this case eUML does not come for free.</p></div><div class="navfooter"><hr><table width="100%" summary="Navigation footer"><tr><td width="40%" align="left"><a accesskey="p" href="ch04.html">Prev</a>&nbsp;</td><td width="20%" align="center"><a accesskey="u" href="ch04.html">Up</a></td><td width="40%" align="right">&nbsp;<a accesskey="n" href="ch04s03.html">Next</a></td></tr><tr><td width="40%" align="left" valign="top">Chapter&nbsp;4.&nbsp; Performance / Compilers&nbsp;</td><td width="20%" align="center"><a accesskey="h" href="index.html">Home</a></td><td width="40%" align="right" valign="top">&nbsp;Supported compilers</td></tr></table></div></body></html> \ No newline at end of file
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+<html><head>
+ <meta http-equiv="Content-Type" content="text/html; charset=ISO-8859-1">
+ <title>Supported compilers</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)"><link rel="up" href="ch04.html" title="Chapter&nbsp;4.&nbsp; Performance / Compilers"><link rel="prev" href="ch04s02.html" title="Executable size"><link rel="next" href="ch04s04.html" title="Limitations"></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">Supported compilers</th></tr><tr><td width="20%" align="left"><a accesskey="p" href="ch04s02.html">Prev</a>&nbsp;</td><th width="60%" align="center">Chapter&nbsp;4.&nbsp; Performance / Compilers</th><td width="20%" align="right">&nbsp;<a accesskey="n" href="ch04s04.html">Next</a></td></tr></table><hr></div><div class="sect1" title="Supported compilers"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a name="d0e2733"></a>Supported compilers</h2></div></div></div><p>For a current status, have a look at the <a class="link" href="http://www.boost.org/development/tests/trunk/developer/msm.html" target="_top">regression tests</a>.</p><p>MSM was successfully tested with: </p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>VC8 (partly), VC9, VC10</p></li><li class="listitem"><p>g++ 4.0.1 and higher</p></li><li class="listitem"><p>Intel 10.1 and higher</p></li><li class="listitem"><p>Clang 2.9</p></li><li class="listitem"><p>Green Hills Software MULTI for ARM v5.0.5 patch 4416 (Simple and
+ Composite tutorials)</p></li><li class="listitem"><p>Partial support for IBM compiler</p></li></ul></div><p>VC8 and to some lesser extent VC9 suffer from a bug. Enabling the option
+ "Enable Minimal Rebuild" (/Gm) will cause much higher compile-time (up to three
+ times with VC8!). This option being activated per default in Debug mode, this
+ can be a big problem.</p></div><div class="navfooter"><hr><table width="100%" summary="Navigation footer"><tr><td width="40%" align="left"><a accesskey="p" href="ch04s02.html">Prev</a>&nbsp;</td><td width="20%" align="center"><a accesskey="u" href="ch04.html">Up</a></td><td width="40%" align="right">&nbsp;<a accesskey="n" href="ch04s04.html">Next</a></td></tr><tr><td width="40%" align="left" valign="top">Executable size&nbsp;</td><td width="20%" align="center"><a accesskey="h" href="index.html">Home</a></td><td width="40%" align="right" valign="top">&nbsp; Limitations </td></tr></table></div></body></html> \ No newline at end of file
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+<html><head>
+ <meta http-equiv="Content-Type" content="text/html; charset=ISO-8859-1">
+ <title>Limitations</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)"><link rel="up" href="ch04.html" title="Chapter&nbsp;4.&nbsp; Performance / Compilers"><link rel="prev" href="ch04s03.html" title="Supported compilers"><link rel="next" href="ch04s05.html" title="Compilers corner"></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"> Limitations </th></tr><tr><td width="20%" align="left"><a accesskey="p" href="ch04s03.html">Prev</a>&nbsp;</td><th width="60%" align="center">Chapter&nbsp;4.&nbsp; Performance / Compilers</th><td width="20%" align="right">&nbsp;<a accesskey="n" href="ch04s05.html">Next</a></td></tr></table><hr></div><div class="sect1" title="Limitations"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a name="d0e2764"></a> Limitations </h2></div></div></div><p>
+ </p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>Compilation times of state machines with &gt; 80 transitions that are
+ going to make you storm the CFO's office and make sure you get a
+ shiny octocore with 12GB RAM by next week, unless he's interested in
+ paying you watch the compiler agonize for hours... (Make sure you
+ ask for dual 24" as well, it doesn't hurt).</p></li><li class="listitem"><p>eUML allows very long constructs but will also quickly increase
+ your compile time on some compilers (VC9, VC10) with buggy decltype
+ support (I suspect some at least quadratic algorithms there). Even
+ g++ 4.4 shows some regression compared to 4.3 and will crash if the
+ constructs become too big.</p></li><li class="listitem"><p>Need to overwrite the mpl::vector/list default-size-limit of 20
+ and fusion default vector size of 10 if more than 10 states found in
+ a state machine</p></li></ul></div><p>
+ </p></div><div class="navfooter"><hr><table width="100%" summary="Navigation footer"><tr><td width="40%" align="left"><a accesskey="p" href="ch04s03.html">Prev</a>&nbsp;</td><td width="20%" align="center"><a accesskey="u" href="ch04.html">Up</a></td><td width="40%" align="right">&nbsp;<a accesskey="n" href="ch04s05.html">Next</a></td></tr><tr><td width="40%" align="left" valign="top">Supported compilers&nbsp;</td><td width="20%" align="center"><a accesskey="h" href="index.html">Home</a></td><td width="40%" align="right" valign="top">&nbsp; Compilers corner </td></tr></table></div></body></html> \ No newline at end of file
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+<html><head>
+ <meta http-equiv="Content-Type" content="text/html; charset=ISO-8859-1">
+ <title>Compilers corner</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)"><link rel="up" href="ch04.html" title="Chapter&nbsp;4.&nbsp; Performance / Compilers"><link rel="prev" href="ch04s04.html" title="Limitations"><link rel="next" href="ch05.html" title="Chapter&nbsp;5.&nbsp;Questions &amp; Answers, tips"></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"> Compilers corner </th></tr><tr><td width="20%" align="left"><a accesskey="p" href="ch04s04.html">Prev</a>&nbsp;</td><th width="60%" align="center">Chapter&nbsp;4.&nbsp; Performance / Compilers</th><td width="20%" align="right">&nbsp;<a accesskey="n" href="ch05.html">Next</a></td></tr></table><hr></div><div class="sect1" title="Compilers corner"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a name="d0e2780"></a> Compilers corner </h2></div></div></div><p>Compilers are sometimes full of surprises and such strange errors happened in
+ the course of the development that I wanted to list the most fun for readers&#8217;
+ entertainment.</p><p><span class="underline">VC8</span>: </p><pre class="programlisting">template &lt;class StateType&gt;
+typename ::boost::enable_if&lt;
+ typename ::boost::mpl::and_&lt;
+ typename ::boost::mpl::not_&lt;
+ typename has_exit_pseudo_states&lt;StateType&gt;::type
+ &gt;::type,
+ typename ::boost::mpl::not_&lt;
+ typename is_pseudo_exit&lt;StateType&gt;::type
+ &gt;::type
+ &gt;::type,
+ BaseState*&gt;::type </pre><p>I get the following error:</p><p>error C2770: invalid explicit template argument(s) for '`global
+ namespace'::boost::enable_if&lt;...&gt;::...' </p><p>If I now remove the first &#8220;::&#8221; in ::boost::mpl , the compiler shuts up. So in
+ this case, it is not possible to follow Boost&#8217;s guidelines.</p><p><span class="underline">VC9</span>:</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>This one is my all times&#8217; favorite. Do you know why the exit
+ pseudo states are referenced in the transition table with a
+ &#8220;submachine::exit_pt&#8221; ? Because &#8220;exit&#8221; will crash the compiler.
+ &#8220;Exit&#8221; is not possible either because it will crash the compiler on
+ one machine, but not on another (the compiler was installed from the
+ same disk).</p></li><li class="listitem"><p>Sometimes, removing a policy crashes the compiler, so some
+ versions are defining a dummy policy called WorkaroundVC9.</p></li><li class="listitem"><p>Typeof: While g++ and VC9 compile &#8220;standard&#8221; state machines in
+ comparable times, Typeof (while in both ways natively supported)
+ seems to behave in a quadratic complexity with VC9 and VC10.</p></li><li class="listitem"><p>eUML: in case of a compiler crash, changing the order of state
+ definitions (first states without entry or exit) sometimes solves
+ the problem.</p></li></ul></div><p><span class="underline">g++ 4.x</span>: Boring compiler, almost all is
+ working almost as expected. Being not a language lawyer I am unsure about the
+ following &#8220;Typeof problem&#8221;. VC9 and g++ disagree on the question if you can
+ derive from the BOOST_TYPEOF generated type without first defining a typedef. I
+ will be thankful for an answer on this. I only found two ways to break the compiler:</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>Add more eUML constructs until something explodes (especially with
+ g++-4.4) </p></li><li class="listitem"><p>The build_terminate function uses 2 mpl::push_back instead of
+ mpl::insert_range because g++ would not accept insert_range.</p></li></ul></div><p>You can test your compiler&#8217;s decltype implementation with the <a class="link" href="examples/CompilerStressTestEuml.cpp" target="_top">following stress
+ test</a> and reactivate the commented-out code until the compiler
+ crashes.</p></div><div class="navfooter"><hr><table width="100%" summary="Navigation footer"><tr><td width="40%" align="left"><a accesskey="p" href="ch04s04.html">Prev</a>&nbsp;</td><td width="20%" align="center"><a accesskey="u" href="ch04.html">Up</a></td><td width="40%" align="right">&nbsp;<a accesskey="n" href="ch05.html">Next</a></td></tr><tr><td width="40%" align="left" valign="top"> Limitations &nbsp;</td><td width="20%" align="center"><a accesskey="h" href="index.html">Home</a></td><td width="40%" align="right" valign="top">&nbsp;Chapter&nbsp;5.&nbsp;Questions &amp; Answers, tips</td></tr></table></div></body></html> \ No newline at end of file
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+<html><head>
+ <meta http-equiv="Content-Type" content="text/html; charset=ISO-8859-1">
+ <title>Chapter&nbsp;5.&nbsp;Questions &amp; Answers, tips</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)"><link rel="up" href="pt01.html" title="Part&nbsp;I.&nbsp;User' guide"><link rel="prev" href="ch04s05.html" title="Compilers corner"><link rel="next" href="ch06.html" title="Chapter&nbsp;6.&nbsp;Internals"></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&nbsp;5.&nbsp;Questions &amp; Answers, tips</th></tr><tr><td width="20%" align="left"><a accesskey="p" href="ch04s05.html">Prev</a>&nbsp;</td><th width="60%" align="center">Part&nbsp;I.&nbsp;User' guide</th><td width="20%" align="right">&nbsp;<a accesskey="n" href="ch06.html">Next</a></td></tr></table><hr></div><div class="chapter" title="Chapter&nbsp;5.&nbsp;Questions &amp; Answers, tips"><div class="titlepage"><div><div><h2 class="title"><a name="d0e2830"></a>Chapter&nbsp;5.&nbsp;Questions &amp; Answers, tips</h2></div></div></div><p><span class="underline">Where should I define a state machine?</span>: The
+ tutorials are implemented in a simple cpp source file for simplicity. I want to
+ model dynamic behavior of a class as a state machine, how should I define the state
+ machine?</p><p><span class="underline">Answer</span>: Usually you'll want to implement the
+ state machine as an attribute of the class. Unfortunately, a concrete state machine
+ is a typedef, which cannot be forward-declared. This leaves you with two
+ possibilities: </p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>Provide the state machine definition inside the header class and
+ contain an instance as attribute. Simple, but with several drawbacks:
+ using namespace directives are not advised, and compile-time cost for
+ all modules including the header.</p></li><li class="listitem"><p>Keep the state machine as (shared) pointer to void inside the <a class="link" href="examples/FsmAsPtr.hpp" target="_top">class definition</a>, and
+ implement the state machine in the <a class="link" href="examples/FsmAsPtr.cpp" target="_top">cpp file</a>. Minimum
+ compile-time, using directives are okay, but the state machine is now
+ located inside the heap.</p></li></ul></div><p><span class="underline">Question</span>: on_entry gets as argument, the
+ sent event. What event do I get when the state becomes default-activated (because it
+ is an initial state)?</p><p>
+ <span class="underline">Answer</span>: To allow you to know that the state
+ was default-activated, MSM generates a boost::msm::InitEvent default event. </p><p><span class="underline">Question</span>: Why do I see no call to
+ no_transition in my submachine? </p><p><span class="underline">Answer</span>: Because of the priority rule defined
+ by UML. It says that in case of transition conflict, the most inner state has a
+ higher priority. So after asking the inner state, the containing composite has to be
+ also asked to handle the transition and could find a possible transition.</p><p><span class="underline">Question</span>: Why do I get a compile error
+ saying the compiler cannot convert to a function ...Fsm::*(some_event)? </p><p><span class="underline">Answer</span>: You probably defined a transition
+ triggered by the event some_event, but used a guard/action method taking another
+ event. </p><p><span class="underline">Question</span>: Why do I get a compile error
+ saying something like &#8220;too few&#8221; or &#8220;too many&#8221; template arguments? </p><p><span class="underline">Answer</span>: You probably defined a transition in
+ form of a a_row or g_row where you wanted just a _row or the other way around. With
+ Row, it could mean that you forgot a "none". </p><p><span class="underline">Question</span>: Why do I get a very long compile
+ error when I define more than 20 rows in the transition table? </p><p><span class="underline">Answer</span>: MSM uses Boost.MPL under the hood
+ and this is the default maximum size. Please define the following 3 macros before
+ including any MSM headers: </p><pre class="programlisting">#define BOOST_MPL_CFG_NO_PREPROCESSED_HEADERS
+#define BOOST_MPL_LIMIT_VECTOR_SIZE 30 // or whatever you need
+#define BOOST_MPL_LIMIT_MAP_SIZE 30 // or whatever you need </pre><p><span class="underline">Question</span>: Why do I get this error: &#8221;error
+ C2977: 'boost::mpl::vector' : too many template arguments&#8221;? </p><p><span class="underline">Answer</span>: The first possibility is that you
+ defined a transition table as, say, vector17 and have 18 entries. The second is that
+ you have 17 entries and have a composite state. Under the hood, MSM adds a row for
+ every event in the composite transition table. The third one is that you used a
+ mpl::vector without the number of entries but are close to the MPL default of 50 and
+ have a composite, thus pushing you above 50. Then you need mpl/vector60/70&#8230;.hpp and
+ a mpl/map60/70&#8230;.hpp </p><p><span class="underline">Question</span>: Why do I get a very long compile
+ error when I define more than 10 states in a state machine? </p><p><span class="underline">Answer</span>: MSM uses Boost.Fusion under the hood
+ and this is the default maximum size. Please define the following macro before
+ including any MSM headers: </p><pre class="programlisting">#define FUSION_MAX_VECTOR_SIZE 20 // or whatever you need </pre></div><div class="navfooter"><hr><table width="100%" summary="Navigation footer"><tr><td width="40%" align="left"><a accesskey="p" href="ch04s05.html">Prev</a>&nbsp;</td><td width="20%" align="center"><a accesskey="u" href="pt01.html">Up</a></td><td width="40%" align="right">&nbsp;<a accesskey="n" href="ch06.html">Next</a></td></tr><tr><td width="40%" align="left" valign="top"> Compilers corner &nbsp;</td><td width="20%" align="center"><a accesskey="h" href="index.html">Home</a></td><td width="40%" align="right" valign="top">&nbsp;Chapter&nbsp;6.&nbsp;Internals</td></tr></table></div></body></html> \ No newline at end of file
diff --git a/libs/msm/doc/HTML/ch06.html b/libs/msm/doc/HTML/ch06.html
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+<html><head>
+ <meta http-equiv="Content-Type" content="text/html; charset=ISO-8859-1">
+ <title>Chapter&nbsp;6.&nbsp;Internals</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)"><link rel="up" href="pt01.html" title="Part&nbsp;I.&nbsp;User' guide"><link rel="prev" href="ch05.html" title="Chapter&nbsp;5.&nbsp;Questions &amp; Answers, tips"><link rel="next" href="ch06s02.html" title="Frontend / Backend interface"></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&nbsp;6.&nbsp;Internals</th></tr><tr><td width="20%" align="left"><a accesskey="p" href="ch05.html">Prev</a>&nbsp;</td><th width="60%" align="center">Part&nbsp;I.&nbsp;User' guide</th><td width="20%" align="right">&nbsp;<a accesskey="n" href="ch06s02.html">Next</a></td></tr></table><hr></div><div class="chapter" title="Chapter&nbsp;6.&nbsp;Internals"><div class="titlepage"><div><div><h2 class="title"><a name="d0e2915"></a>Chapter&nbsp;6.&nbsp;Internals</h2></div></div></div><div class="toc"><p><b>Table of Contents</b></p><dl><dt><span class="sect1"><a href="ch06.html#d0e2920">Backend: Run To Completion</a></span></dt><dt><span class="sect1"><a href="ch06s02.html">Frontend / Backend
+ interface</a></span></dt><dt><span class="sect1"><a href="ch06s03.html"> Generated state ids </a></span></dt><dt><span class="sect1"><a href="ch06s04.html">Metaprogramming tools</a></span></dt></dl></div><p>This chapter describes the internal machinery of the back-end, which can be useful
+ for UML experts but can be safely ignored for most users. For implementers, the
+ interface between front- and back- end is also described in detail.</p><div class="sect1" title="Backend: Run To Completion"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a name="d0e2920"></a><span class="command"><strong><a name="run-to-completion"></a></strong></span>Backend: Run To Completion</h2></div></div></div><p>The back-end implements the following run-to completion algorithm:</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>Check if one region of the concrete state machine is in a
+ terminate or interrupt state. If yes, event processing is disabled
+ while the condition lasts (forever for a terminate pseudo-state,
+ while active for an interrupt pseudo-state).</p></li><li class="listitem"><p>If the message queue feature is enabled and if the state machine
+ is already processing an event, push the currently processed event
+ into the queue and end processing. Otherwise, remember that the
+ state machine is now processing an event and continue.</p></li><li class="listitem"><p>If the state machine detected that no deferred event is used, skip
+ this step. Otherwise, mark the first deferred event from the
+ deferred queue as active.</p></li><li class="listitem"><p>Now start the core of event dispatching. If exception handling is
+ activated, this will happen inside a try/catch block and the
+ front-end <code class="code">exception_caught</code> is called if an exception
+ occurs. </p></li><li class="listitem"><p>The event is now dispatched in turn to every region, in the order
+ defined by the initial state front-end definition. This will, for
+ every region, call the corresponding front-end transition definition
+ (the "row" or "Row" of the transition table).</p></li><li class="listitem"><p>Without transition conflict, if for a given region a transition is
+ possible, the guard condition is checked. If it returns
+ <code class="code">true</code>, the transition processing continues and the
+ current state's exit action is called, followed by the transition
+ action behavior and the new active state's entry behavior.</p></li><li class="listitem"><p>With transition conflicts (several possible transitions,
+ disambiguated by mutually exclusive guard conditions), the guard
+ conditions are tried in reverse order of their transition definition
+ in the transition table. The first one returning <code class="code">true</code>
+ selects its transition. Note that this is not defined by the UML
+ standard, which simply specifies that if the guard conditions are
+ not mutually exclusive, the state machine is ill-formed and the
+ behaviour undefined. Relying on this implementation-specific
+ behaviour will make it harder for the developer to support another
+ state machine framework.</p></li><li class="listitem"><p>If at least one region processes the event, this event is seen as
+ having been accepted. If not, the library calls
+ <code class="code">no_transition</code> on the state machine for every
+ contained region.</p></li><li class="listitem"><p>If the currently active state is a submachine, the behaviour is
+ slightly different. The UML standard specifies that internal
+ transitions have to be tried first, so the event is first dispatched
+ to the submachine. Only if the submachine does not accept the event
+ are other (non internal) transitions tried.</p></li><li class="listitem"><p>This back-end supports simple states' and submachines' internal
+ transitions. These are provided in the state's
+ <code class="code">internal_transition_table</code> type. Transitions defined
+ in this table are added at the end of the main state machine's
+ transition table, but with a lesser priority than the submachine's
+ transitions (defined in <code class="code">transition_table</code>). This means,
+ for simple states, that these transitions have higher priority than
+ non-internal transitions, conform to the UML standard which gives
+ higher priority to deeper-level transitions. For submachines, this
+ is a non-standard addition which can help make event processing
+ faster by giving a chance to bypass subregion processing. With
+ standard UML, one would need to add a subregion only to process
+ these internal transitions, which would be slower.</p></li><li class="listitem"><p>After the dispatching itself, the deferred event marked in step 3
+ (if any) now gets a chance of processing.</p></li><li class="listitem"><p>Then, events queued in the message queue also get a dispatching
+ chance</p></li><li class="listitem"><p>Finally, completion / anonymous transitions, if to be found in the
+ transition table, also get their dispatching chance.</p></li></ul></div><p>This algorithm illustrates how the back-end configures itself at compile-time
+ as much as possible. Every feature not found in a given state machine definition
+ is deactivated and has therefore no runtime cost. Completion events, deferred
+ events, terminate states, dispatching to several regions, internal transitions
+ are all deactivated if not used. User configuration is only for exception
+ handling and message queue necessary.</p></div></div><div class="navfooter"><hr><table width="100%" summary="Navigation footer"><tr><td width="40%" align="left"><a accesskey="p" href="ch05.html">Prev</a>&nbsp;</td><td width="20%" align="center"><a accesskey="u" href="pt01.html">Up</a></td><td width="40%" align="right">&nbsp;<a accesskey="n" href="ch06s02.html">Next</a></td></tr><tr><td width="40%" align="left" valign="top">Chapter&nbsp;5.&nbsp;Questions &amp; Answers, tips&nbsp;</td><td width="20%" align="center"><a accesskey="h" href="index.html">Home</a></td><td width="40%" align="right" valign="top">&nbsp;Frontend / Backend
+ interface</td></tr></table></div></body></html> \ No newline at end of file
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+<html><head>
+ <meta http-equiv="Content-Type" content="text/html; charset=ISO-8859-1">
+ <title>Frontend / Backend interface</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)"><link rel="up" href="ch06.html" title="Chapter&nbsp;6.&nbsp;Internals"><link rel="prev" href="ch06.html" title="Chapter&nbsp;6.&nbsp;Internals"><link rel="next" href="ch06s03.html" title="Generated state ids"></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">Frontend / Backend
+ interface</th></tr><tr><td width="20%" align="left"><a accesskey="p" href="ch06.html">Prev</a>&nbsp;</td><th width="60%" align="center">Chapter&nbsp;6.&nbsp;Internals</th><td width="20%" align="right">&nbsp;<a accesskey="n" href="ch06s03.html">Next</a></td></tr></table><hr></div><div class="sect1" title="Frontend / Backend interface"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a name="d0e2986"></a><span class="command"><strong><a name="internals-front-back-interface"></a></strong></span>Frontend / Backend
+ interface</h2></div></div></div><p>The design of MSM tries to make front-ends and back-ends (later) to be as
+ interchangeable as possible. Of course, no back-end will ever implement every
+ feature defined by any possible front-end and inversely, but the goal is to make
+ it as easy as possible to extend the current state of the library.</p><p>To achieve this, MSM divides the functionality between both sides: the
+ front-end is a sort of user interface and is descriptive, the back-end
+ implements the state machine engine.</p><p>MSM being based on a transition table, a concrete state machine (or a given
+ front-end) must provide a transition_table. This transition table must be made
+ of rows. And each row must tell what kind of transition it is and implement the
+ calls to the actions and guards. A state machine must also define its regions
+ (marked by initial states) And that is about the only constraints for
+ front-ends. How the rows are described is implementer's choice. </p><p>Every row must provide:</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>A <code class="code">Source</code> typedef indicating, well, the type of the source
+ state.</p></li><li class="listitem"><p>A <code class="code">Target</code> typedef indicating, well, the type of the target
+ state.</p></li><li class="listitem"><p>A <code class="code">Evt</code> typedef indicating the type of the event triggering
+ the transition.</p></li><li class="listitem"><p>A <code class="code">row_type_tag</code> typedef indicating the type of the
+ transition.</p></li><li class="listitem"><p>Rows having a type requiring transition actions must provide a static
+ function <code class="code">action_call</code> with the following signature: <code class="code">
+ template &lt;class Fsm,class SourceState,class TargetState,class
+ AllStates&gt; </code></p><p><code class="code">static void action_call (Fsm&amp; fsm, Event const&amp; evt,
+ SourceState&amp;, TargetState&amp;, AllStates&amp;) </code></p><p>The function gets as parameters the (back-end) state machine, the
+ event, source and target states and a container (in the current
+ back-end, a fusion::set) of all the states defined in the state machine.
+ For example, as the back-end has the front-end as basic class,
+ <code class="code">action_call</code> is simply defined as
+ <code class="code">(fsm.*action)(evt)</code>.</p></li><li class="listitem"><p>Rows having a type requiring a guard must provide a static function
+ <code class="code">guard_call</code> with the following signature:<code class="code"> </code></p><p><code class="code">template &lt;class Fsm,class SourceState,class TargetState,class
+ AllStates&gt;</code></p><p><code class="code">static bool guard_call (Fsm&amp;, Event const&amp;,
+ SourceState&amp;, TargetState&amp;, AllStates&amp;)</code></p></li><li class="listitem"><p>The possible transition (row) types are:</p><div class="itemizedlist"><ul class="itemizedlist" type="circle"><li class="listitem"><p>a_row_tag: a transition with actions and no guard</p></li><li class="listitem"><p>g_row_type: a transition with a guard and no
+ actions</p></li><li class="listitem"><p>_row_tag: a transition without actions or guard</p></li><li class="listitem"><p>row_tag: a transition with guard and actions</p></li><li class="listitem"><p>a_irow_tag: an internal transition (defined inside the
+ <code class="code">transition_table</code>) with actions</p></li><li class="listitem"><p>g_irow_tag: an internal transition (defined inside the
+ <code class="code">transition_table</code>) with guard</p></li><li class="listitem"><p>irow_tag: an internal transition (defined inside the
+ <code class="code">transition_table</code>) with actions and
+ guards</p></li><li class="listitem"><p>_irow_tag: an internal transition (defined inside the
+ <code class="code">transition_table</code>) without action or guard.
+ Due to higher priority for internal transitions, this is
+ equivalent to a "ignore event"</p></li><li class="listitem"><p>sm_a_i_row_tag: an internal transition (defined inside the
+ <code class="code">internal_transition_table</code>) with
+ actions</p></li><li class="listitem"><p>sm_g_i_row_tag: an internal transition (defined inside the
+ <code class="code">internal_transition_table</code>) with
+ guard</p></li><li class="listitem"><p>sm_i_row_tag: an internal transition (defined inside the
+ <code class="code">internal_transition_table</code>) with actions and
+ guards</p></li><li class="listitem"><p>sm__i_row_tag: an internal transition (defined inside the
+ <code class="code">internal_transition_table</code>) without action
+ or guard. Due to higher priority for internal transitions,
+ this is quivalent to a "ignore event"</p></li></ul></div></li></ul></div><p>Furthermore, a front-end must provide the definition of states and state
+ machines. State machine definitions must provide (the implementer is free to
+ provide it or let it be done by every concrete state machine. Different MSM
+ front-ends took one or the other approach):</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p><code class="code">initial_state</code>: This typedef can be a single state or
+ a mpl container and provides the initial states defining one or
+ several orthogonal regions.</p></li><li class="listitem"><p><code class="code">transition_table</code>: This typedef is a MPL sequence of
+ transition rows.</p></li><li class="listitem"><p><code class="code">configuration</code>: this typedef is a MPL sequence of
+ known types triggering special behavior in the back-end, for example
+ if a concrete fsm requires a message queue or exception
+ catching.</p></li></ul></div><p>States and state machines must both provide a (possibly empty) definition of:</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p><code class="code">flag_list</code>: the flags being active when this state or
+ state machine become the current state of the fsm.</p></li><li class="listitem"><p><code class="code">deferred_events</code>: events being automatically deferred
+ when the state is the current state of the fsm.</p></li><li class="listitem"><p><code class="code">internal_transition_table</code>: the internal transitions
+ of this state.</p></li><li class="listitem"><p><code class="code">on_entry</code> and <code class="code">on_exit</code> methods.</p></li></ul></div></div><div class="navfooter"><hr><table width="100%" summary="Navigation footer"><tr><td width="40%" align="left"><a accesskey="p" href="ch06.html">Prev</a>&nbsp;</td><td width="20%" align="center"><a accesskey="u" href="ch06.html">Up</a></td><td width="40%" align="right">&nbsp;<a accesskey="n" href="ch06s03.html">Next</a></td></tr><tr><td width="40%" align="left" valign="top">Chapter&nbsp;6.&nbsp;Internals&nbsp;</td><td width="20%" align="center"><a accesskey="h" href="index.html">Home</a></td><td width="40%" align="right" valign="top">&nbsp; Generated state ids </td></tr></table></div></body></html> \ No newline at end of file
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+<html><head>
+ <meta http-equiv="Content-Type" content="text/html; charset=ISO-8859-1">
+ <title>Generated state ids</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)"><link rel="up" href="ch06.html" title="Chapter&nbsp;6.&nbsp;Internals"><link rel="prev" href="ch06s02.html" title="Frontend / Backend interface"><link rel="next" href="ch06s04.html" title="Metaprogramming tools"></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"> Generated state ids </th></tr><tr><td width="20%" align="left"><a accesskey="p" href="ch06s02.html">Prev</a>&nbsp;</td><th width="60%" align="center">Chapter&nbsp;6.&nbsp;Internals</th><td width="20%" align="right">&nbsp;<a accesskey="n" href="ch06s04.html">Next</a></td></tr></table><hr></div><div class="sect1" title="Generated state ids"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a name="d0e3164"></a><span class="command"><strong><a name="internals-state-id"></a></strong></span> Generated state ids </h2></div></div></div><p>Normally, one does not need to know the ids are generated for all the states
+ of a state machine, unless for debugging purposes, like the pstate function does
+ in the tutorials in order to display the name of the current state. This section
+ will show how to automatically display typeid-generated names, but these are not
+ very readable on all platforms, so it can help to know how the ids are
+ generated. The ids are generated using the transition table, from the &#8220;Start&#8221;
+ column up to down, then from the &#8220;Next&#8221; column, up to down, as shown in the next
+ image: </p><p><span class="inlinemediaobject"><img src="../images/AnnexA.jpg" width="90%"></span></p><p>Stopped will get id 0, Open id 1, ErrorMode id 6 and SleepMode (seen only in
+ the &#8220;Next&#8221; column) id 7. If you have some implicitly created states, like
+ transition-less initial states or states created using the explicit_creation
+ typedef, these will be added as a source at the end of the transition table. If
+ you have submachine states, a row will be added for them at the end of the
+ table, after the automatically or explicitly created states, which can change
+ their id. The next help you will need for debugging would be to call the
+ current_state method of the state_machine class, then the display_type helper to
+ generate a readable name from the id. If you do not want to go through the
+ transition table to fill an array of names, the library provides another helper,
+ fill_state_names, which, given an array of sufficient size (please see next
+ section to know how many states are defined in the state machine), will fill it
+ with typeid-generated names. </p></div><div class="navfooter"><hr><table width="100%" summary="Navigation footer"><tr><td width="40%" align="left"><a accesskey="p" href="ch06s02.html">Prev</a>&nbsp;</td><td width="20%" align="center"><a accesskey="u" href="ch06.html">Up</a></td><td width="40%" align="right">&nbsp;<a accesskey="n" href="ch06s04.html">Next</a></td></tr><tr><td width="40%" align="left" valign="top">Frontend / Backend
+ interface&nbsp;</td><td width="20%" align="center"><a accesskey="h" href="index.html">Home</a></td><td width="40%" align="right" valign="top">&nbsp;Metaprogramming tools</td></tr></table></div></body></html> \ No newline at end of file
diff --git a/libs/msm/doc/HTML/ch06s04.html b/libs/msm/doc/HTML/ch06s04.html
new file mode 100644
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@@ -0,0 +1,26 @@
+<html><head>
+ <meta http-equiv="Content-Type" content="text/html; charset=ISO-8859-1">
+ <title>Metaprogramming tools</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)"><link rel="up" href="ch06.html" title="Chapter&nbsp;6.&nbsp;Internals"><link rel="prev" href="ch06s03.html" title="Generated state ids"><link rel="next" href="ch07.html" title="Chapter&nbsp;7.&nbsp;Acknowledgements"></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">Metaprogramming tools</th></tr><tr><td width="20%" align="left"><a accesskey="p" href="ch06s03.html">Prev</a>&nbsp;</td><th width="60%" align="center">Chapter&nbsp;6.&nbsp;Internals</th><td width="20%" align="right">&nbsp;<a accesskey="n" href="ch07.html">Next</a></td></tr></table><hr></div><div class="sect1" title="Metaprogramming tools"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a name="d0e3176"></a>Metaprogramming tools</h2></div></div></div><p>We can find for the transition table more uses than what we have seen so far.
+ Let's suppose you need to write a coverage tool. A state machine would be
+ perfect for such a job, if only it could provide some information about its
+ structure. Thanks to the transition table and Boost.MPL, it does.</p><p>What is needed for a coverage tool? You need to know how many states are
+ defined in the state machine, and how many events can be fired. This way you can
+ log the fired events and the states visited in the life of a concrete machine
+ and be able to perform some coverage analysis, like &#8220;fired 65% of all possible
+ events and visited 80% of the states defined in the state machine&#8221;. To achieve
+ this, MSM provides a few useful tools:</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>generate_state_set&lt;transition table&gt;: returns a mpl::set of all
+ the states defined in the table.</p></li><li class="listitem"><p>generate_event_set&lt;transition table&gt;: returns a mpl::set of all
+ the events defined in the table.</p></li><li class="listitem"><p>using mpl::size&lt;&gt;::value you can get the number of elements in
+ the set.</p></li><li class="listitem"><p>display_type defines an operator() sending typeid(Type).name() to
+ cout.</p></li><li class="listitem"><p>fill_state_names fills an array of char const* with names of all
+ states (found by typeid)</p></li><li class="listitem"><p>using mpl::for_each on the result of generate_state_set and
+ generate_event_set passing display_type as argument will display all
+ the states of the state machine.</p></li><li class="listitem"><p>let's suppose you need to recursively find the states and events
+ defined in the composite states and thus also having a transition
+ table. Calling recursive_get_transition_table&lt;Composite&gt; will
+ return you the transition table of the composite state, recursively
+ adding the transition tables of all sub-state machines and
+ sub-sub...-sub-state machines. Then call generate_state_set or
+ generate_event_set on the result to get the full list of states and
+ events. </p></li></ul></div><p> An <a class="link" href="examples/BoostCon09Full.cpp" target="_top">example</a> shows the
+ tools in action. </p></div><div class="navfooter"><hr><table width="100%" summary="Navigation footer"><tr><td width="40%" align="left"><a accesskey="p" href="ch06s03.html">Prev</a>&nbsp;</td><td width="20%" align="center"><a accesskey="u" href="ch06.html">Up</a></td><td width="40%" align="right">&nbsp;<a accesskey="n" href="ch07.html">Next</a></td></tr><tr><td width="40%" align="left" valign="top"> Generated state ids &nbsp;</td><td width="20%" align="center"><a accesskey="h" href="index.html">Home</a></td><td width="40%" align="right" valign="top">&nbsp;Chapter&nbsp;7.&nbsp;Acknowledgements</td></tr></table></div></body></html> \ No newline at end of file
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+<html><head>
+ <meta http-equiv="Content-Type" content="text/html; charset=ISO-8859-1">
+ <title>Chapter&nbsp;7.&nbsp;Acknowledgements</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)"><link rel="up" href="pt01.html" title="Part&nbsp;I.&nbsp;User' guide"><link rel="prev" href="ch06s04.html" title="Metaprogramming tools"><link rel="next" href="ch07s02.html" title="MSM v1"></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&nbsp;7.&nbsp;Acknowledgements</th></tr><tr><td width="20%" align="left"><a accesskey="p" href="ch06s04.html">Prev</a>&nbsp;</td><th width="60%" align="center">Part&nbsp;I.&nbsp;User' guide</th><td width="20%" align="right">&nbsp;<a accesskey="n" href="ch07s02.html">Next</a></td></tr></table><hr></div><div class="chapter" title="Chapter&nbsp;7.&nbsp;Acknowledgements"><div class="titlepage"><div><div><h2 class="title"><a name="d0e3210"></a>Chapter&nbsp;7.&nbsp;Acknowledgements</h2></div></div></div><div class="toc"><p><b>Table of Contents</b></p><dl><dt><span class="sect1"><a href="ch07.html#d0e3215">MSM v2</a></span></dt><dt><span class="sect1"><a href="ch07s02.html"> MSM v1</a></span></dt></dl></div><p>I am in debt to the following people who helped MSM along the way.</p><div class="sect1" title="MSM v2"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a name="d0e3215"></a>MSM v2</h2></div></div></div><p>
+ </p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>Thanks to Dave Abrahams for managing the review</p></li><li class="listitem"><p>Thanks to Eric Niebler for his patience correcting my grammar
+ errors</p></li><li class="listitem"><p>Special thanks to Joel de Guzman who gave me very good ideas at
+ the BoostCon09. These ideas were the starting point of the redesign.
+ Any time again, Joel &#9786;</p></li><li class="listitem"><p>Thanks to Richard O&#8217;Hara for making Green Hills bring a patch in
+ less than 1 week, thus adding one more compiler to the supported
+ list.</p></li><li class="listitem"><p>Big thanks to those who took the time to write a review: Franz
+ Alt, David Bergman, Michael Caisse, Barend Gehrels, Darryl Greene,
+ Juraj Ivancic, Erik Nelson, Kenny Riddile.</p></li><li class="listitem"><p>Thanks to Matt Calabrese, Juraj Ivancic, Adam Merz and Joseph Wu
+ for reporting bugs.</p></li><li class="listitem"><p>Thanks to Thomas Mistretta for providing an addition to the
+ section "What do you actually do inside actions / guards".</p></li></ul></div><p>
+ </p></div></div><div class="navfooter"><hr><table width="100%" summary="Navigation footer"><tr><td width="40%" align="left"><a accesskey="p" href="ch06s04.html">Prev</a>&nbsp;</td><td width="20%" align="center"><a accesskey="u" href="pt01.html">Up</a></td><td width="40%" align="right">&nbsp;<a accesskey="n" href="ch07s02.html">Next</a></td></tr><tr><td width="40%" align="left" valign="top">Metaprogramming tools&nbsp;</td><td width="20%" align="center"><a accesskey="h" href="index.html">Home</a></td><td width="40%" align="right" valign="top">&nbsp; MSM v1</td></tr></table></div></body></html> \ No newline at end of file
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+<html><head>
+ <meta http-equiv="Content-Type" content="text/html; charset=ISO-8859-1">
+ <title>MSM v1</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)"><link rel="up" href="ch07.html" title="Chapter&nbsp;7.&nbsp;Acknowledgements"><link rel="prev" href="ch07.html" title="Chapter&nbsp;7.&nbsp;Acknowledgements"><link rel="next" href="ch08.html" title="Chapter&nbsp;8.&nbsp;Version history"></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"> MSM v1</th></tr><tr><td width="20%" align="left"><a accesskey="p" href="ch07.html">Prev</a>&nbsp;</td><th width="60%" align="center">Chapter&nbsp;7.&nbsp;Acknowledgements</th><td width="20%" align="right">&nbsp;<a accesskey="n" href="ch08.html">Next</a></td></tr></table><hr></div><div class="sect1" title="MSM v1"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a name="d0e3243"></a> MSM v1</h2></div></div></div><p>
+ </p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>The original version of this framework is based on the brilliant
+ work of David Abrahams and Aleksey Gurtovoy who laid down the base
+ and the principles of the framework in their excellent book, &#8220;C++
+ template Metaprogramming&#8221;. The implementation also makes heavy use
+ of the boost::mpl.</p></li><li class="listitem"><p>Thanks to Jeff Flinn for his idea of the user-defined base state
+ and his review which allowed MSM to be presented at the
+ BoostCon09.</p></li><li class="listitem"><p>Thanks to my MSM v1 beta testers, Christoph Woskowski and Franz
+ Alt for using the framework with little documentation and to my
+ private reviewer, Edouard Alligand</p></li></ul></div><p>
+ </p></div><div class="navfooter"><hr><table width="100%" summary="Navigation footer"><tr><td width="40%" align="left"><a accesskey="p" href="ch07.html">Prev</a>&nbsp;</td><td width="20%" align="center"><a accesskey="u" href="ch07.html">Up</a></td><td width="40%" align="right">&nbsp;<a accesskey="n" href="ch08.html">Next</a></td></tr><tr><td width="40%" align="left" valign="top">Chapter&nbsp;7.&nbsp;Acknowledgements&nbsp;</td><td width="20%" align="center"><a accesskey="h" href="index.html">Home</a></td><td width="40%" align="right" valign="top">&nbsp;Chapter&nbsp;8.&nbsp;Version history</td></tr></table></div></body></html> \ No newline at end of file
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+<html><head>
+ <meta http-equiv="Content-Type" content="text/html; charset=ISO-8859-1">
+ <title>Chapter&nbsp;8.&nbsp;Version history</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)"><link rel="up" href="pt01.html" title="Part&nbsp;I.&nbsp;User' guide"><link rel="prev" href="ch07s02.html" title="MSM v1"><link rel="next" href="ch08s02.html" title="From V2.20 to V2.21 (Boost 1.47)"></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&nbsp;8.&nbsp;Version history</th></tr><tr><td width="20%" align="left"><a accesskey="p" href="ch07s02.html">Prev</a>&nbsp;</td><th width="60%" align="center">Part&nbsp;I.&nbsp;User' guide</th><td width="20%" align="right">&nbsp;<a accesskey="n" href="ch08s02.html">Next</a></td></tr></table><hr></div><div class="chapter" title="Chapter&nbsp;8.&nbsp;Version history"><div class="titlepage"><div><div><h2 class="title"><a name="d0e3259"></a>Chapter&nbsp;8.&nbsp;Version history</h2></div></div></div><div class="toc"><p><b>Table of Contents</b></p><dl><dt><span class="sect1"><a href="ch08.html#d0e3262">From V2.21 to V2.22 (Boost 1.48)</a></span></dt><dt><span class="sect1"><a href="ch08s02.html">From V2.20 to V2.21 (Boost 1.47)</a></span></dt><dt><span class="sect1"><a href="ch08s03.html">From V2.12 to V2.20 (Boost 1.46)</a></span></dt><dt><span class="sect1"><a href="ch08s04.html">From V2.10 to V2.12 (Boost 1.45)</a></span></dt><dt><span class="sect1"><a href="ch08s05.html">From V2.0 to V2.12 (Boost 1.44)</a></span></dt></dl></div><div class="sect1" title="From V2.21 to V2.22 (Boost 1.48)"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a name="d0e3262"></a>From V2.21 to V2.22 (Boost 1.48)</h2></div></div></div><p>
+ </p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>eUML: added easier event reprocessing:
+ <code class="code">process(event_)</code> and <code class="code">reprocess()</code></p></li><li class="listitem"><p>Rewrite of internal transition tables. There were a few bugs
+ (failing recursivity in internal transition tables of sub-sub
+ machines) and a missing feature (unused internal transition table of
+ the main state machine).</p></li><li class="listitem"><p>Bugfixes</p><div class="itemizedlist"><ul class="itemizedlist" type="circle"><li class="listitem"><p>Reverted favor_compile_time policy to Boost 1.46
+ state</p></li><li class="listitem"><p><code class="code">none</code> event now is convertible from any
+ other event </p></li><li class="listitem"><p>eUML and pseudo exit states</p></li><li class="listitem"><p>Fixed not working Flag_AND</p></li><li class="listitem"><p>Fixed rare bugs causing multiple processing of the
+ same event in a submachine whose transition table
+ contains this event and a base event of it.</p></li><li class="listitem"><p>gcc warnings about unused variables</p></li></ul></div></li><li class="listitem"><p>Breaking change: the new internal transition table feature causes
+ a minor breaking change. In a submachine, the "Fsm" template
+ parameter for guards / actions of an internal table declared using
+ <code class="code">internal_transition_table</code> now is the submachine,
+ not the higher-level state machine. Internal transitions declared
+ using internal rows in the higher-level state machine keep their
+ behavior (the "Fsm" parameter is the higher-level state machine). To
+ sum up, the internal transition "Fsm" parameter is the closest state
+ machine containing this transition.</p></li></ul></div><p>
+ </p></div></div><div class="navfooter"><hr><table width="100%" summary="Navigation footer"><tr><td width="40%" align="left"><a accesskey="p" href="ch07s02.html">Prev</a>&nbsp;</td><td width="20%" align="center"><a accesskey="u" href="pt01.html">Up</a></td><td width="40%" align="right">&nbsp;<a accesskey="n" href="ch08s02.html">Next</a></td></tr><tr><td width="40%" align="left" valign="top"> MSM v1&nbsp;</td><td width="20%" align="center"><a accesskey="h" href="index.html">Home</a></td><td width="40%" align="right" valign="top">&nbsp;From V2.20 to V2.21 (Boost 1.47)</td></tr></table></div></body></html> \ No newline at end of file
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+<html><head>
+ <meta http-equiv="Content-Type" content="text/html; charset=ISO-8859-1">
+ <title>From V2.20 to V2.21 (Boost 1.47)</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)"><link rel="up" href="ch08.html" title="Chapter&nbsp;8.&nbsp;Version history"><link rel="prev" href="ch08.html" title="Chapter&nbsp;8.&nbsp;Version history"><link rel="next" href="ch08s03.html" title="From V2.12 to V2.20 (Boost 1.46)"></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">From V2.20 to V2.21 (Boost 1.47)</th></tr><tr><td width="20%" align="left"><a accesskey="p" href="ch08.html">Prev</a>&nbsp;</td><th width="60%" align="center">Chapter&nbsp;8.&nbsp;Version history</th><td width="20%" align="right">&nbsp;<a accesskey="n" href="ch08s03.html">Next</a></td></tr></table><hr></div><div class="sect1" title="From V2.20 to V2.21 (Boost 1.47)"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a name="d0e3310"></a>From V2.20 to V2.21 (Boost 1.47)</h2></div></div></div><p>
+ </p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>Added a <span class="command"><strong><a class="command" href="ch03s05.html#backend-start">stop()</a></strong></span>
+ method in the back-end.</p></li><li class="listitem"><p><span class="command"><strong><a class="command" href="ch03s04.html#eUML-phoenix">Added partial support for
+ Boost.Phoenix functors in eUML</a></strong></span></p></li><li class="listitem"><p>Added the possibility to choose when <span class="command"><strong><a class="command" href="ch03s05.html#backend-state-switch">state switching</a></strong></span>
+ occurs.</p></li><li class="listitem"><p>Bugfixes</p><div class="itemizedlist"><ul class="itemizedlist" type="circle"><li class="listitem"><p>Trac 5117, 5253, 5533, 5573</p></li><li class="listitem"><p>gcc warnings about unused variables</p></li><li class="listitem"><p>better implemenation of favor_compile_time back-end
+ policy</p></li><li class="listitem"><p>bug with eUML and state construction</p></li><li class="listitem"><p>incorrect eUML event and state macros</p></li><li class="listitem"><p>incorrect event type passed to a direct entry state's
+ on_entry action</p></li><li class="listitem"><p>more examples</p></li></ul></div></li></ul></div><p>
+ </p></div><div class="navfooter"><hr><table width="100%" summary="Navigation footer"><tr><td width="40%" align="left"><a accesskey="p" href="ch08.html">Prev</a>&nbsp;</td><td width="20%" align="center"><a accesskey="u" href="ch08.html">Up</a></td><td width="40%" align="right">&nbsp;<a accesskey="n" href="ch08s03.html">Next</a></td></tr><tr><td width="40%" align="left" valign="top">Chapter&nbsp;8.&nbsp;Version history&nbsp;</td><td width="20%" align="center"><a accesskey="h" href="index.html">Home</a></td><td width="40%" align="right" valign="top">&nbsp;From V2.12 to V2.20 (Boost 1.46)</td></tr></table></div></body></html> \ No newline at end of file
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+<html><head>
+ <meta http-equiv="Content-Type" content="text/html; charset=ISO-8859-1">
+ <title>From V2.12 to V2.20 (Boost 1.46)</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)"><link rel="up" href="ch08.html" title="Chapter&nbsp;8.&nbsp;Version history"><link rel="prev" href="ch08s02.html" title="From V2.20 to V2.21 (Boost 1.47)"><link rel="next" href="ch08s04.html" title="From V2.10 to V2.12 (Boost 1.45)"></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">From V2.12 to V2.20 (Boost 1.46)</th></tr><tr><td width="20%" align="left"><a accesskey="p" href="ch08s02.html">Prev</a>&nbsp;</td><th width="60%" align="center">Chapter&nbsp;8.&nbsp;Version history</th><td width="20%" align="right">&nbsp;<a accesskey="n" href="ch08s04.html">Next</a></td></tr></table><hr></div><div class="sect1" title="From V2.12 to V2.20 (Boost 1.46)"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a name="d0e3358"></a>From V2.12 to V2.20 (Boost 1.46)</h2></div></div></div><p>
+ </p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>Compile-time state machine analysis using mpl_graph:</p><div class="itemizedlist"><ul class="itemizedlist" type="circle"><li class="listitem"><p><span class="command"><strong><a class="command" href="ch03s05.html#backend-compile-time-analysis">checking of region orthogonality</a></strong></span>.</p></li><li class="listitem"><p><span class="command"><strong><a class="command" href="ch03s05.html#backend-compile-time-analysis">search for unreachable states</a></strong></span>.</p></li><li class="listitem"><p><span class="command"><strong><a class="command" href="ch03s02.html#explicit-entry-no-region-id">automatic region index search for pseudo entry or explicit
+ entry states</a></strong></span>.</p></li></ul></div></li><li class="listitem"><p><span class="command"><strong><a class="command" href="ch03s05.html#backend-boost-parameter">Boost.Parameter interface definition</a></strong></span> for
+ msm::back::state_machine&lt;&gt; template arguments.</p></li><li class="listitem"><p><span class="command"><strong><a class="command" href="ch03s05.html#backend-queues">Possibility to provide a
+ container</a></strong></span> for the event and deferred event queues. A
+ policy implementation based on a more efficient Boost.CircularBuffer
+ is provided.</p></li><li class="listitem"><p>msm::back::state_machine&lt;&gt;::is_flag_active method made
+ const.</p></li><li class="listitem"><p>added possibility to <span class="command"><strong><a class="command" href="ch03s05.html#backend-enqueueing">enqueue events</a></strong></span> for delayed processing.</p></li><li class="listitem"><p>Bugfixes</p><div class="itemizedlist"><ul class="itemizedlist" type="circle"><li class="listitem"><p>Trac 4926</p></li><li class="listitem"><p>stack overflow using the Defer functor</p></li><li class="listitem"><p>anonymous transition of a submachine not called for
+ the initial state</p></li></ul></div></li></ul></div><p>
+ </p></div><div class="navfooter"><hr><table width="100%" summary="Navigation footer"><tr><td width="40%" align="left"><a accesskey="p" href="ch08s02.html">Prev</a>&nbsp;</td><td width="20%" align="center"><a accesskey="u" href="ch08.html">Up</a></td><td width="40%" align="right">&nbsp;<a accesskey="n" href="ch08s04.html">Next</a></td></tr><tr><td width="40%" align="left" valign="top">From V2.20 to V2.21 (Boost 1.47)&nbsp;</td><td width="20%" align="center"><a accesskey="h" href="index.html">Home</a></td><td width="40%" align="right" valign="top">&nbsp;From V2.10 to V2.12 (Boost 1.45)</td></tr></table></div></body></html> \ No newline at end of file
diff --git a/libs/msm/doc/HTML/ch08s04.html b/libs/msm/doc/HTML/ch08s04.html
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+<html><head>
+ <meta http-equiv="Content-Type" content="text/html; charset=ISO-8859-1">
+ <title>From V2.10 to V2.12 (Boost 1.45)</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)"><link rel="up" href="ch08.html" title="Chapter&nbsp;8.&nbsp;Version history"><link rel="prev" href="ch08s03.html" title="From V2.12 to V2.20 (Boost 1.46)"><link rel="next" href="ch08s05.html" title="From V2.0 to V2.12 (Boost 1.44)"></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">From V2.10 to V2.12 (Boost 1.45)</th></tr><tr><td width="20%" align="left"><a accesskey="p" href="ch08s03.html">Prev</a>&nbsp;</td><th width="60%" align="center">Chapter&nbsp;8.&nbsp;Version history</th><td width="20%" align="right">&nbsp;<a accesskey="n" href="ch08s05.html">Next</a></td></tr></table><hr></div><div class="sect1" title="From V2.10 to V2.12 (Boost 1.45)"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a name="d0e3416"></a>From V2.10 to V2.12 (Boost 1.45)</h2></div></div></div><p>
+ </p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>Support for <span class="command"><strong><a class="command" href="ch03s05.html#back-end-serialization">serialization</a></strong></span></p></li><li class="listitem"><p><span class="command"><strong><a class="command" href="ch03s04.html#eUML-reuse-functor">Possibility to use
+ normal functors</a></strong></span> (from functor front-end) in
+ eUML.</p></li><li class="listitem"><p><span class="command"><strong><a class="command" href="ch03s05.html#backend-fsm-constructor-args">New constructors</a></strong></span> where substates / submachines can be taken as
+ arguments. This allows passing arguments to the constructor of a
+ submachine.</p></li><li class="listitem"><p>Bugfixes</p></li></ul></div><p>
+ </p></div><div class="navfooter"><hr><table width="100%" summary="Navigation footer"><tr><td width="40%" align="left"><a accesskey="p" href="ch08s03.html">Prev</a>&nbsp;</td><td width="20%" align="center"><a accesskey="u" href="ch08.html">Up</a></td><td width="40%" align="right">&nbsp;<a accesskey="n" href="ch08s05.html">Next</a></td></tr><tr><td width="40%" align="left" valign="top">From V2.12 to V2.20 (Boost 1.46)&nbsp;</td><td width="20%" align="center"><a accesskey="h" href="index.html">Home</a></td><td width="40%" align="right" valign="top">&nbsp;From V2.0 to V2.12 (Boost 1.44)</td></tr></table></div></body></html> \ No newline at end of file
diff --git a/libs/msm/doc/HTML/ch08s05.html b/libs/msm/doc/HTML/ch08s05.html
new file mode 100644
index 0000000000..b8bec66e18
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@@ -0,0 +1,9 @@
+<html><head>
+ <meta http-equiv="Content-Type" content="text/html; charset=ISO-8859-1">
+ <title>From V2.0 to V2.12 (Boost 1.44)</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)"><link rel="up" href="ch08.html" title="Chapter&nbsp;8.&nbsp;Version history"><link rel="prev" href="ch08s04.html" title="From V2.10 to V2.12 (Boost 1.45)"><link rel="next" href="pt02.html" title="Part&nbsp;II.&nbsp;Reference"></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">From V2.0 to V2.12 (Boost 1.44)</th></tr><tr><td width="20%" align="left"><a accesskey="p" href="ch08s04.html">Prev</a>&nbsp;</td><th width="60%" align="center">Chapter&nbsp;8.&nbsp;Version history</th><td width="20%" align="right">&nbsp;<a accesskey="n" href="pt02.html">Next</a></td></tr></table><hr></div><div class="sect1" title="From V2.0 to V2.12 (Boost 1.44)"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a name="d0e3441"></a>From V2.0 to V2.12 (Boost 1.44)</h2></div></div></div><p>
+ </p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>New documentation</p></li><li class="listitem"><p>Internal transitions. Either as part of the transition table or
+ using a state's internal transition table</p></li><li class="listitem"><p>increased dispatch and copy speed</p></li><li class="listitem"><p><span class="command"><strong><a class="command" href="ch03s02.html#basic-row2">new row types</a></strong></span> for the
+ basic front-end</p></li><li class="listitem"><p>new eUML syntax, better attribute support, macros to ease
+ developer's life. Even VC8 seems to like it better.</p></li><li class="listitem"><p>New policy for reduced compile-time at the cost of dispatch
+ speed</p></li><li class="listitem"><p>Support for base events</p></li><li class="listitem"><p>possibility to choose the initial event</p></li></ul></div><p>
+ </p></div><div class="navfooter"><hr><table width="100%" summary="Navigation footer"><tr><td width="40%" align="left"><a accesskey="p" href="ch08s04.html">Prev</a>&nbsp;</td><td width="20%" align="center"><a accesskey="u" href="ch08.html">Up</a></td><td width="40%" align="right">&nbsp;<a accesskey="n" href="pt02.html">Next</a></td></tr><tr><td width="40%" align="left" valign="top">From V2.10 to V2.12 (Boost 1.45)&nbsp;</td><td width="20%" align="center"><a accesskey="h" href="index.html">Home</a></td><td width="40%" align="right" valign="top">&nbsp;Part&nbsp;II.&nbsp;Reference</td></tr></table></div></body></html> \ No newline at end of file
diff --git a/libs/msm/doc/HTML/ch09.html b/libs/msm/doc/HTML/ch09.html
new file mode 100644
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+<html><head>
+ <meta http-equiv="Content-Type" content="text/html; charset=ISO-8859-1">
+ <title>Chapter&nbsp;9.&nbsp;eUML operators and basic helpers</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)"><link rel="up" href="pt02.html" title="Part&nbsp;II.&nbsp;Reference"><link rel="prev" href="pt02.html" title="Part&nbsp;II.&nbsp;Reference"><link rel="next" href="ch10.html" title="Chapter&nbsp;10.&nbsp; Functional programming"></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&nbsp;9.&nbsp;eUML operators and basic helpers</th></tr><tr><td width="20%" align="left"><a accesskey="p" href="pt02.html">Prev</a>&nbsp;</td><th width="60%" align="center">Part&nbsp;II.&nbsp;Reference</th><td width="20%" align="right">&nbsp;<a accesskey="n" href="ch10.html">Next</a></td></tr></table><hr></div><div class="chapter" title="Chapter&nbsp;9.&nbsp;eUML operators and basic helpers"><div class="titlepage"><div><div><h2 class="title"><a name="d0e3478"></a>Chapter&nbsp;9.&nbsp;eUML operators and basic helpers</h2></div></div></div><p>The following table lists the supported operators: </p><p>
+ </p><div class="table"><a name="d0e3485"></a><p class="title"><b>Table&nbsp;9.1.&nbsp;Operators and state machine helpers</b></p><div class="table-contents"><table summary="Operators and state machine helpers" border="1"><colgroup><col><col><col></colgroup><thead><tr><th>eUML function / operator</th><th>Description</th><th>Functor</th></tr></thead><tbody><tr><td>&amp;&amp;</td><td>Calls lazily Action1&amp;&amp; Action2</td><td>And_</td></tr><tr><td>||</td><td>Calls lazily Action1|| Action2</td><td>Or_</td></tr><tr><td>!</td><td>Calls lazily !Action1</td><td>Not_</td></tr><tr><td>!=</td><td>Calls lazily Action1 != Action2</td><td>NotEqualTo_</td></tr><tr><td>==</td><td>Calls lazily Action1 == Action2</td><td>EqualTo_</td></tr><tr><td>&gt;</td><td>Calls lazily Action1 &gt; Action2</td><td>Greater_</td></tr><tr><td>&gt;=</td><td>Calls lazily Action1 &gt;= Action2</td><td>Greater_Equal_</td></tr><tr><td>&lt;</td><td>Calls lazily Action1 &lt; Action2</td><td>Less_</td></tr><tr><td>&lt;=</td><td>Calls lazily Action1 &lt;= Action2</td><td>Less_Equal_</td></tr><tr><td>&amp;</td><td>Calls lazily Action1 &amp; Action2</td><td>Bitwise_And_</td></tr><tr><td>|</td><td>Calls lazily Action1 | Action2</td><td>Bitwise_Or_</td></tr><tr><td>^</td><td>Calls lazily Action1 ^ Action2</td><td>Bitwise_Xor_</td></tr><tr><td>--</td><td>Calls lazily --Action1 / Action1--</td><td>Pre_Dec_ / Post_Dec_</td></tr><tr><td>++</td><td>Calls lazily ++Action1 / Action1++</td><td>Pre_Inc_ / Post_Inc_</td></tr><tr><td>/</td><td>Calls lazily Action1 / Action2</td><td>Divides_</td></tr><tr><td>/=</td><td>Calls lazily Action1 /= Action2</td><td>Divides_Assign_</td></tr><tr><td>*</td><td>Calls lazily Action1 * Action2</td><td>Multiplies_</td></tr><tr><td>*=</td><td>Calls lazily Action1 *= Action2</td><td>Multiplies_Assign_</td></tr><tr><td>+ (binary)</td><td>Calls lazily Action1 + Action2</td><td>Plus_</td></tr><tr><td>+ (unary)</td><td>Calls lazily +Action1</td><td>Unary_Plus_</td></tr><tr><td>+=</td><td>Calls lazily Action1 += Action2</td><td>Plus_Assign_</td></tr><tr><td>- (binary)</td><td>Calls lazily Action1 - Action2</td><td>Minus_</td></tr><tr><td>- (unary)</td><td>Calls lazily -Action1</td><td>Unary_Minus_</td></tr><tr><td>-=</td><td>Calls lazily Action1 -= Action2</td><td>Minus_Assign_</td></tr><tr><td>%</td><td>Calls lazily Action1 % Action2</td><td>Modulus_</td></tr><tr><td>%=</td><td>Calls lazily Action1 %= Action2</td><td>Modulus_Assign_</td></tr><tr><td>&gt;&gt;</td><td>Calls lazily Action1 &gt;&gt; Action2</td><td>ShiftRight_</td></tr><tr><td>&gt;&gt;=</td><td>Calls lazily Action1 &gt;&gt;= Action2</td><td>ShiftRight_Assign_</td></tr><tr><td>&lt;&lt;</td><td>Calls lazily Action1 &lt;&lt; Action2</td><td>ShiftLeft_</td></tr><tr><td>&lt;&lt;=</td><td>Calls lazily Action1 &lt;&lt;= Action2</td><td>ShiftLeft_Assign_</td></tr><tr><td>[] (works on vector, map, arrays)</td><td>Calls lazily Action1 [Action2]</td><td>Subscript_</td></tr><tr><td>if_then_else_(Condition,Action1,Action2)</td><td>Returns either the result of calling Action1 or the result of
+ calling Action2</td><td>If_Else_</td></tr><tr><td>if_then_(Condition,Action)</td><td>Returns the result of calling Action if Condition</td><td>If_Then_</td></tr><tr><td>while_(Condition, Body)</td><td>While Condition(), calls Body(). Returns nothing</td><td>While_Do_</td></tr><tr><td>do_while_(Condition, Body)</td><td>Calls Body() while Condition(). Returns nothing</td><td>Do_While_</td></tr><tr><td>for_(Begin,Stop,EndLoop,Body)</td><td>Calls for(Begin;Stop;EndLoop){Body;}</td><td>For_Loop_</td></tr><tr><td>process_(Event [,fsm1] [,fsm2] [,fsm3] [,fsm4])</td><td>Processes Event on the current state machine (if no fsm
+ specified) or on up to 4 state machines returned by an
+ appropriate functor.</td><td>Process_</td></tr><tr><td>process2_(Event, Data [,fsm1] [,fsm2] [,fsm3])</td><td>Processes Event on the current state machine (if no fsm
+ specified) or on up to 2 state machines returned by an
+ appropriate functor. The event is copy-constructed from what
+ Data() returns.</td><td>Process2_</td></tr><tr><td>is_flag_(Flag [,fsm])</td><td>Calls is_flag_active() on the current state machine or the
+ one returned by calling fsm.</td><td>Get_Flag_</td></tr><tr><td>event_ [(attribute name)]</td><td>Returns the current event (as const reference)</td><td>GetEvent_</td></tr><tr><td>source_ [(attribute name)]</td><td>Returns the source state of the currently triggered
+ transition (as reference). If an attribute name is provided,
+ returns the attribute by reference.</td><td>GetSource_</td></tr><tr><td>target_ [(attribute name)]</td><td>Returns the target state of the currently triggered
+ transition (as reference). If an attribute name is provided,
+ returns the attribute by reference.</td><td>GetTarget_</td></tr><tr><td>state_ [(attribute name)]</td><td>Returns the source state of the currently active state (as
+ reference). Valid inside a state entry/exit action. If an
+ attribute name is provided, returns the attribute by
+ reference.</td><td>GetState_</td></tr><tr><td>fsm_ [(attribute name)]</td><td>Returns the current state machine (as reference). Valid
+ inside a state entry/exit action or a transition. If an
+ attribute name is provided, returns the attribute by
+ reference.</td><td>GetFsm_</td></tr><tr><td>substate_(state_name [,fsm])</td><td>Returns (as reference) the state state_name referenced in the
+ current state machine or the one given as argument.</td><td>SubState_</td></tr></tbody></table></div></div><p><br class="table-break">
+ </p><p>To use these functions, you need to include: </p><p><code class="code">#include &lt;msm/front/euml/euml.hpp&gt;</code></p></div><div class="navfooter"><hr><table width="100%" summary="Navigation footer"><tr><td width="40%" align="left"><a accesskey="p" href="pt02.html">Prev</a>&nbsp;</td><td width="20%" align="center"><a accesskey="u" href="pt02.html">Up</a></td><td width="40%" align="right">&nbsp;<a accesskey="n" href="ch10.html">Next</a></td></tr><tr><td width="40%" align="left" valign="top">Part&nbsp;II.&nbsp;Reference&nbsp;</td><td width="20%" align="center"><a accesskey="h" href="index.html">Home</a></td><td width="40%" align="right" valign="top">&nbsp;Chapter&nbsp;10.&nbsp;
+ Functional programming </td></tr></table></div></body></html> \ No newline at end of file
diff --git a/libs/msm/doc/HTML/ch10.html b/libs/msm/doc/HTML/ch10.html
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+<html><head>
+ <meta http-equiv="Content-Type" content="text/html; charset=ISO-8859-1">
+ <title>Chapter&nbsp;10.&nbsp; Functional programming</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)"><link rel="up" href="pt02.html" title="Part&nbsp;II.&nbsp;Reference"><link rel="prev" href="ch09.html" title="Chapter&nbsp;9.&nbsp;eUML operators and basic helpers"><link rel="next" href="re01.html" title="Common headers"></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&nbsp;10.&nbsp;
+ Functional programming </th></tr><tr><td width="20%" align="left"><a accesskey="p" href="ch09.html">Prev</a>&nbsp;</td><th width="60%" align="center">Part&nbsp;II.&nbsp;Reference</th><td width="20%" align="right">&nbsp;<a accesskey="n" href="re01.html">Next</a></td></tr></table><hr></div><div class="chapter" title="Chapter&nbsp;10.&nbsp; Functional programming"><div class="titlepage"><div><div><h2 class="title"><a name="d0e3822"></a>Chapter&nbsp;10.&nbsp;
+ <span class="command"><strong><a name="eUML-STL-all"></a></strong></span>Functional programming </h2></div></div></div><p>To use these functions, you need to include: </p><p><code class="code">#include &lt;msm/front/euml/stl.hpp&gt;</code></p><p>or the specified header in the following tables.</p><p>The following tables list the supported STL algorithms: </p><p>
+ <span class="command"><strong><a name="eUML-STL-querying"></a></strong></span>
+ </p><div class="table"><a name="d0e3840"></a><p class="title"><b>Table&nbsp;10.1.&nbsp;STL algorithms</b></p><div class="table-contents"><table summary="STL algorithms" border="1"><colgroup><col><col></colgroup><thead><tr><th>STL algorithms in querying.hpp</th><th>Functor</th></tr></thead><tbody><tr><td>find_(first, last, value)</td><td>Find_</td></tr><tr><td>find_if_(first, last, value)</td><td>FindIf_</td></tr><tr><td>lower_bound_(first, last, value [,op&#7491;])</td><td>LowerBound_</td></tr><tr><td>upper_bound_(first, last, value [,op&#7491;])</td><td>UpperBound_</td></tr><tr><td>equal_range_(first, last, value [,op&#7491;])</td><td>EqualRange_</td></tr><tr><td>binary_search_(first, last, value [,op&#7491;])</td><td>BinarySearch_</td></tr><tr><td>min_element_(first, last[,op&#7491;])</td><td>MinElement_</td></tr><tr><td>max_element_(first, last[,op&#7491;])</td><td>MaxElement_</td></tr><tr><td>adjacent_find_(first, last[,op&#7491;])</td><td>AdjacentFind_</td></tr><tr><td>find_end_( first1, last1, first2, last2 [,op &#7491;])</td><td>FindEnd_</td></tr><tr><td>find_first_of_( first1, last1, first2, last2 [,op &#7491;])</td><td>FindFirstOf_</td></tr><tr><td>equal_( first1, last1, first2 [,op &#7491;])</td><td>Equal_</td></tr><tr><td>search_( first1, last1, first2, last2 [,op &#7491;])</td><td>Search_</td></tr><tr><td>includes_( first1, last1, first2, last2 [,op &#7491;])</td><td>Includes_</td></tr><tr><td>lexicographical_compare_ ( first1, last1, first2, last2 [,op
+ &#7491;]) </td><td>LexicographicalCompare_</td></tr><tr><td>count_(first, last, value [,size])</td><td>Count_</td></tr><tr><td>count_if_(first, last, op &#7491; [,size])</td><td>CountIf_</td></tr><tr><td>distance_(first, last)</td><td>Distance_</td></tr><tr><td>mismatch _( first1, last1, first2 [,op &#7491;])</td><td>Mismatch_</td></tr></tbody></table></div></div><p><br class="table-break">
+ </p><p>
+ <span class="command"><strong><a name="eUML-STL-iteration"></a></strong></span>
+ </p><div class="table"><a name="d0e3953"></a><p class="title"><b>Table&nbsp;10.2.&nbsp;STL algorithms</b></p><div class="table-contents"><table summary="STL algorithms" border="1"><colgroup><col><col></colgroup><thead><tr><th>STL algorithms in iteration.hpp</th><th>Functor</th></tr></thead><tbody><tr><td>for_each_(first,last, unary op&#7491;)</td><td>ForEach_</td></tr><tr><td>accumulate_first, last, init [,op&#7491;])</td><td>Accumulate_</td></tr></tbody></table></div></div><p><br class="table-break">
+ </p><p>
+ <span class="command"><strong><a name="eUML-STL-transformation"></a></strong></span>
+ </p><div class="table"><a name="d0e3981"></a><p class="title"><b>Table&nbsp;10.3.&nbsp;STL algorithms</b></p><div class="table-contents"><table summary="STL algorithms" border="1"><colgroup><col><col></colgroup><thead><tr><th>STL algorithms in transformation.hpp</th><th>Functor</th></tr></thead><tbody><tr><td>copy_(first, last, result)</td><td>Copy_</td></tr><tr><td>copy_backward_(first, last, result)</td><td>CopyBackward_</td></tr><tr><td>reverse_(first, last)</td><td>Reverse_</td></tr><tr><td>reverse_copy_(first, last , result)</td><td>ReverseCopy_</td></tr><tr><td>remove_(first, last, value)</td><td>Remove_</td></tr><tr><td>remove_if_(first, last , op&#7491;)</td><td>RemoveIf_</td></tr><tr><td>remove_copy_(first, last , output, value)</td><td>RemoveCopy_</td></tr><tr><td>remove_copy_if_(first, last, output, op&#7491;)</td><td>RemoveCopyIf_</td></tr><tr><td>fill_(first, last, value)</td><td>Fill_</td></tr><tr><td>fill_n_(first, size, value)&#7495;</td><td>FillN_</td></tr><tr><td>generate_(first, last, generator&#7491;)</td><td>Generate_</td></tr><tr><td>generate_(first, size, generator&#7491;)&#7495;</td><td>GenerateN_</td></tr><tr><td>unique_(first, last [,op&#7491;])</td><td>Unique_</td></tr><tr><td>unique_copy_(first, last, output [,op&#7491;])</td><td>UniqueCopy_</td></tr><tr><td>random_shuffle_(first, last [,op&#7491;])</td><td>RandomShuffle_</td></tr><tr><td>rotate_copy_(first, middle, last, output)</td><td>RotateCopy_</td></tr><tr><td>partition_ (first, last [,op&#7491;])</td><td>Partition_</td></tr><tr><td>stable_partition_ (first, last [,op&#7491;])</td><td>StablePartition_</td></tr><tr><td>stable_sort_(first, last [,op&#7491;])</td><td>StableSort_</td></tr><tr><td>sort_(first, last [,op&#7491;])</td><td>Sort_</td></tr><tr><td>partial_sort_(first, middle, last [,op&#7491;])</td><td>PartialSort_</td></tr><tr><td>partial_sort_copy_ (first, last, res_first, res_last [,op&#7491;]) </td><td>PartialSortCopy_</td></tr><tr><td>nth_element_(first, nth, last [,op&#7491;])</td><td>NthElement_</td></tr><tr><td>merge_( first1, last1, first2, last2, output [,op &#7491;])</td><td>Merge_</td></tr><tr><td>inplace_merge_(first, middle, last [,op&#7491;])</td><td>InplaceMerge_</td></tr><tr><td>set_union_(first1, last1, first2, last2, output [,op
+ &#7491;])</td><td>SetUnion_</td></tr><tr><td>push_heap_(first, last [,op &#7491;])</td><td>PushHeap_</td></tr><tr><td>pop_heap_(first, last [,op &#7491;])</td><td>PopHeap_</td></tr><tr><td>make_heap_(first, last [,op &#7491;])</td><td>MakeHeap_</td></tr><tr><td>sort_heap_(first, last [,op &#7491;])</td><td>SortHeap_</td></tr><tr><td>next_permutation_(first, last [,op &#7491;])</td><td>NextPermutation_</td></tr><tr><td>prev_permutation_(first, last [,op &#7491;])</td><td>PrevPermutation_</td></tr><tr><td>inner_product_(first1, last1, first2, init [,op1&#7491;] [,op2&#7491;]) </td><td>InnerProduct_</td></tr><tr><td>partial_sum_(first, last, output [,op&#7491;])</td><td>PartialSum_</td></tr><tr><td>adjacent_difference_(first, last, output [,op&#7491;])</td><td>AdjacentDifference_</td></tr><tr><td>replace_(first, last, old_value, new_value)</td><td>Replace_</td></tr><tr><td>replace_if_(first, last, op&#7491;, new_value)</td><td>ReplaceIf_</td></tr><tr><td>replace_copy_(first, last, result, old_value,
+ new_value)</td><td>ReplaceCopy_</td></tr><tr><td>replace_copy_if_(first, last, result, op&#7491;, new_value)</td><td>ReplaceCopyIf_</td></tr><tr><td>rotate_(first, middle, last)&#7495;</td><td>Rotate_</td></tr></tbody></table></div></div><p><br class="table-break">
+ </p><p>
+ <span class="command"><strong><a name="eUML-STL-container"></a></strong></span>
+ </p><div class="table"><a name="d0e4199"></a><p class="title"><b>Table&nbsp;10.4.&nbsp;STL container methods</b></p><div class="table-contents"><table summary="STL container methods" border="1"><colgroup><col><col></colgroup><thead><tr><th>STL container methods(common) in container.hpp</th><th>Functor</th></tr></thead><tbody><tr><td>container::reference front_(container)</td><td>Front_</td></tr><tr><td>container::reference back_(container)</td><td>Back_</td></tr><tr><td>container::iterator begin_(container)</td><td>Begin_</td></tr><tr><td>container::iterator end_(container)</td><td>End_</td></tr><tr><td>container::reverse_iterator rbegin_(container)</td><td>RBegin_</td></tr><tr><td>container::reverse_iterator rend_(container)</td><td>REnd_</td></tr><tr><td>void push_back_(container, value)</td><td>Push_Back_</td></tr><tr><td>void pop_back_(container, value)</td><td>Pop_Back_</td></tr><tr><td>void push_front_(container, value)</td><td>Push_Front_</td></tr><tr><td>void pop_front_(container, value)</td><td>Pop_Front_</td></tr><tr><td>void clear_(container)</td><td>Clear_</td></tr><tr><td>size_type capacity_(container)</td><td>Capacity_</td></tr><tr><td>size_type size_(container)</td><td>Size_</td></tr><tr><td>size_type max_size_(container)</td><td>Max_Size_</td></tr><tr><td>void reserve_(container, value)</td><td>Reserve _</td></tr><tr><td>void resize_(container, value)</td><td>Resize _</td></tr><tr><td>iterator insert_(container, pos, value)</td><td>Insert_</td></tr><tr><td>void insert_( container , pos, first, last)</td><td>Insert_</td></tr><tr><td>void insert_( container , pos, number, value)</td><td>Insert_</td></tr><tr><td>void swap_( container , other_container)</td><td>Swap_</td></tr><tr><td>void erase_( container , pos)</td><td>Erase_</td></tr><tr><td>void erase_( container , first, last) </td><td>Erase_</td></tr><tr><td>bool empty_( container)</td><td>Empty_</td></tr></tbody></table></div></div><p><br class="table-break">
+ </p><p>
+ </p><div class="table"><a name="d0e4330"></a><p class="title"><b>Table&nbsp;10.5.&nbsp;STL list methods</b></p><div class="table-contents"><table summary="STL list methods" border="1"><colgroup><col><col></colgroup><thead><tr><th>std::list methods in container.hpp</th><th>Functor</th></tr></thead><tbody><tr><td>void list_remove_(container, value)</td><td>ListRemove_</td></tr><tr><td>void list_remove_if_(container, op&#7491;)</td><td>ListRemove_If_</td></tr><tr><td>void list_merge_(container, other_list)</td><td>ListMerge_</td></tr><tr><td>void list_merge_(container, other_list, op&#7491;)</td><td>ListMerge_</td></tr><tr><td>void splice_(container, iterator, other_list)</td><td>Splice_</td></tr><tr><td>void splice_(container, iterator, other_list,
+ iterator)</td><td>Splice_</td></tr><tr><td>void splice_(container, iterator, other_list, first,
+ last)</td><td>Splice_</td></tr><tr><td>void list_reverse_(container)</td><td>ListReverse_</td></tr><tr><td>void list_unique_(container)</td><td>ListUnique_</td></tr><tr><td>void list_unique_(container, op&#7491;)</td><td>ListUnique_</td></tr><tr><td>void list_sort_(container)</td><td>ListSort_</td></tr><tr><td>void list_sort_(container, op&#7491;)</td><td>ListSort_</td></tr></tbody></table></div></div><p><br class="table-break">
+ </p><p>
+ </p><div class="table"><a name="d0e4406"></a><p class="title"><b>Table&nbsp;10.6.&nbsp;STL associative container methods </b></p><div class="table-contents"><table summary="STL associative container methods " border="1"><colgroup><col><col></colgroup><thead><tr><th>Associative container methods in container.hpp</th><th>Functor</th></tr></thead><tbody><tr><td>iterator insert_(container, pos, value)</td><td>Insert_</td></tr><tr><td>void insert_( container , first, last)</td><td>Insert_</td></tr><tr><td>pair&lt;iterator, bool&gt; insert_( container , value)</td><td>Insert_</td></tr><tr><td>void associative_erase_( container , pos)</td><td>Associative_Erase_</td></tr><tr><td>void associative_erase_( container , first, last)</td><td>Associative_Erase_</td></tr><tr><td>size_type associative_erase_( container , key)</td><td>Associative_Erase_</td></tr><tr><td>iterator associative_find_( container , key)</td><td>Associative_Find_</td></tr><tr><td>size_type associative_count_( container , key)</td><td>AssociativeCount_</td></tr><tr><td>iterator associative_lower_bound_( container , key)</td><td>Associative_Lower_Bound_</td></tr><tr><td>iterator associative_upper_bound_( container , key)</td><td>Associative_Upper_Bound_</td></tr><tr><td>pair&lt;iterator, iterator&gt; associative_equal_range_(
+ container , key)</td><td>Associative_Equal_Range_</td></tr></tbody></table></div></div><p><br class="table-break">
+ </p><p>
+ </p><div class="table"><a name="d0e4477"></a><p class="title"><b>Table&nbsp;10.7.&nbsp;STL pair</b></p><div class="table-contents"><table summary="STL pair" border="1"><colgroup><col><col></colgroup><thead><tr><th>std::pair in container.hpp</th><th>Functor</th></tr></thead><tbody><tr><td>first_type first_(pair&lt;T1, T2&gt;)</td><td>First_</td></tr><tr><td>second_type second_(pair&lt;T1, T2&gt;)</td><td>Second_</td></tr></tbody></table></div></div><p><br class="table-break">
+ </p><p>
+ </p><div class="table"><a name="d0e4503"></a><p class="title"><b>Table&nbsp;10.8.&nbsp;STL string</b></p><div class="table-contents"><table summary="STL string" border="1"><colgroup><col><col><col></colgroup><thead><tr><th>STL string method</th><th>std::string method in container.hpp</th><th>Functor</th></tr></thead><tbody><tr><td>substr (size_type pos, size_type size)</td><td>string substr_(container, pos, length)</td><td>Substr_</td></tr><tr><td>int compare(string)</td><td>int string_compare_(container, another_string)</td><td>StringCompare_</td></tr><tr><td>int compare(char*)</td><td>int string_compare_(container, another_string)</td><td>StringCompare_</td></tr><tr><td>int compare(size_type pos, size_type size, string)</td><td>int string_compare_(container, pos, size,
+ another_string)</td><td>StringCompare_</td></tr><tr><td>int compare (size_type pos, size_type size, string, size_type
+ length)</td><td>int string_compare_(container, pos, size, another_string,
+ length)</td><td>StringCompare_</td></tr><tr><td>string&amp; append(const string&amp;)</td><td>string&amp; append_(container, another_string)</td><td>Append_</td></tr><tr><td>string&amp; append (charT*)</td><td>string&amp; append_(container, another_string)</td><td>Append_</td></tr><tr><td>string&amp; append (string , size_type pos, size_type
+ size)</td><td>string&amp; append_(container, other_string, pos,
+ size)</td><td>Append_</td></tr><tr><td>string&amp; append (charT*, size_type size)</td><td>string&amp; append_(container, another_string,
+ length)</td><td>Append_</td></tr><tr><td>string&amp; append (size_type size, charT)</td><td>string&amp; append_(container, size, char)</td><td>Append_</td></tr><tr><td>string&amp; append (iterator begin, iterator end)</td><td>string&amp; append_(container, begin, end)</td><td>Append_</td></tr><tr><td>string&amp; insert (size_type pos, charT*)</td><td>string&amp; string_insert_(container, pos,
+ other_string)</td><td>StringInsert_</td></tr><tr><td>string&amp; insert(size_type pos, charT*,size_type n)</td><td>string&amp; string_insert_(container, pos, other_string,
+ n)</td><td>StringInsert_</td></tr><tr><td>string&amp; insert(size_type pos,size_type n, charT
+ c)</td><td>string&amp; string_insert_(container, pos, n, c)</td><td>StringInsert_</td></tr><tr><td>string&amp; insert (size_type pos, const string&amp;)</td><td>string&amp; string_insert_(container, pos,
+ other_string)</td><td>StringInsert_</td></tr><tr><td>string&amp; insert (size_type pos, const string&amp;,
+ size_type pos1, size_type n)</td><td>string&amp; string_insert_(container, pos, other_string,
+ pos1, n)</td><td>StringInsert_</td></tr><tr><td>string&amp; erase(size_type pos=0, size_type n=npos)</td><td>string&amp; string_erase_(container, pos, n)</td><td>StringErase_</td></tr><tr><td>string&amp; assign(const string&amp;)</td><td>string&amp; string_assign_(container, another_string)</td><td>StringAssign_</td></tr><tr><td>string&amp; assign(const charT*)</td><td>string&amp; string_assign_(container, another_string)</td><td>StringAssign_</td></tr><tr><td>string&amp; assign(const string&amp;, size_type pos,
+ size_type n)</td><td>string&amp; string_assign_(container, another_string, pos,
+ n)</td><td>StringAssign_</td></tr><tr><td>string&amp; assign(const charT*, size_type n)</td><td>string&amp; string_assign_(container, another_string,
+ n)</td><td>StringAssign_</td></tr><tr><td>string&amp; assign(size_type n, charT c)</td><td>string&amp; string_assign_(container, n, c)</td><td>StringAssign_</td></tr><tr><td>string&amp; assign(iterator first, iterator last)</td><td>string&amp; string_assign_(container, first, last)</td><td>StringAssign_</td></tr><tr><td>string&amp; replace(size_type pos, size_type n, const
+ string&amp;)</td><td>string&amp; string_replace_(container, pos, n,
+ another_string)</td><td>StringReplace_</td></tr><tr><td>string&amp; replace(size_type pos, size_type n, const charT*,
+ size_type n1)</td><td>string&amp; string_replace_(container, pos, n,
+ another_string, n1)</td><td>StringReplace_</td></tr><tr><td>string&amp; replace(size_type pos, size_type n, const
+ charT*)</td><td>string&amp; string_replace_(container, pos, n,
+ another_string)</td><td>StringReplace_</td></tr><tr><td>string&amp; replace(size_type pos, size_type n, size_type n1,
+ charT c)</td><td>string&amp; string_replace_(container, pos, n, n1, c)</td><td>StringReplace_</td></tr><tr><td>string&amp; replace(iterator first, iterator last, const
+ string&amp;)</td><td>string&amp; string_replace_(container, first, last,
+ another_string)</td><td>StringReplace_</td></tr><tr><td>string&amp; replace(iterator first, iterator last, const
+ charT*, size_type n)</td><td>string&amp; string_replace_(container, first, last,
+ another_string, n)</td><td>StringReplace_</td></tr><tr><td>string&amp; replace(iterator first, iterator last, const
+ charT*)</td><td>string&amp; string_replace_(container, first, last,
+ another_string)</td><td>StringReplace_</td></tr><tr><td>string&amp; replace(iterator first, iterator last, size_type
+ n, charT c)</td><td>string&amp; string_replace_(container, first, last, n,
+ c)</td><td>StringReplace_</td></tr><tr><td>string&amp; replace(iterator first, iterator last, iterator
+ f, iterator l)</td><td>string&amp; string_replace_(container, first, last, f,
+ l)</td><td>StringReplace_</td></tr><tr><td>const charT* c_str()</td><td>const charT* c_str_(container)</td><td>CStr_</td></tr><tr><td>const charT* data()</td><td>const charT* string_data_(container)</td><td>StringData_</td></tr><tr><td>size_type copy(charT* buf, size_type n, size_type pos =
+ 0)</td><td>size_type string_copy_(container, buf, n, pos); size_type
+ string_copy_(container, buf, n) </td><td>StringCopy_</td></tr><tr><td>size_type find(charT* s, size_type pos, size_type n)</td><td>size_type string_find_(container, s, pos, n)</td><td>StringFind_</td></tr><tr><td>size_type find(charT* s, size_type pos=0)</td><td>size_type string_find_(container, s, pos); size_type
+ string_find_(container, s) </td><td>StringFind_</td></tr><tr><td>size_type find(const string&amp; s, size_type pos=0)</td><td>size_type string_find_(container, s, pos) size_type
+ string_find_(container, s) </td><td>StringFind_</td></tr><tr><td>size_type find(charT c, size_type pos=0)</td><td>size_type string_find_(container, c, pos) size_type
+ string_find_(container, c) </td><td>StringFind_</td></tr><tr><td>size_type rfind(charT* s, size_type pos, size_type n)</td><td>size_type string_rfind_(container, s, pos, n)</td><td>StringRFind_</td></tr><tr><td>size_type rfind(charT* s, size_type pos=npos)</td><td>size_type string_rfind_(container, s, pos); size_type
+ string_rfind_(container, s) </td><td>StringRFind_</td></tr><tr><td>size_type rfind(const string&amp; s, size_type
+ pos=npos)</td><td>size_type string_rfind_(container, s, pos); size_type
+ string_rfind_(container, s) </td><td>StringRFind_</td></tr><tr><td>size_type rfind(charT c, size_type pos=npos)</td><td>size_type string_rfind_(container, c, pos) size_type
+ string_rfind_(container, c) </td><td>StringRFind_</td></tr><tr><td>size_type find_first_of(charT* s, size_type pos, size_type
+ n)</td><td>size_type find_first_of_(container, s, pos, n)</td><td>StringFindFirstOf_</td></tr><tr><td>size_type find_first_of (charT* s, size_type pos=0)</td><td>size_type find_first_of_(container, s, pos); size_type
+ find_first_of_(container, s) </td><td>StringFindFirstOf_</td></tr><tr><td>size_type find_first_of (const string&amp; s, size_type
+ pos=0)</td><td>size_type find_first_of_(container, s, pos); size_type
+ find_first_of_(container, s) </td><td>StringFindFirstOf_</td></tr><tr><td>size_type find_first_of (charT c, size_type pos=0)</td><td>size_type find_first_of_(container, c, pos) size_type
+ find_first_of_(container, c) </td><td>StringFindFirstOf_</td></tr><tr><td>size_type find_first_not_of(charT* s, size_type pos,
+ size_type n)</td><td>size_type find_first_not_of_(container, s, pos, n)</td><td>StringFindFirstNotOf_</td></tr><tr><td>size_type find_first_not_of (charT* s, size_type
+ pos=0)</td><td>size_type find_first_not_of_(container, s, pos); size_type
+ find_first_not_of_(container, s) </td><td>StringFindFirstNotOf_</td></tr><tr><td>size_type find_first_not_of (const string&amp; s, size_type
+ pos=0)</td><td>size_type find_first_not_of_(container, s, pos); size_type
+ find_first_not_of_(container, s) </td><td>StringFindFirstNotOf_</td></tr><tr><td>size_type find_first_not_of (charT c, size_type
+ pos=0)</td><td>size_type find_first_not_of_(container, c, pos); size_type
+ find_first_not_of_(container, c) </td><td>StringFindFirstNotOf_</td></tr><tr><td>size_type find_last_of(charT* s, size_type pos, size_type
+ n)</td><td>size_type find_last_of_(container, s, pos, n)</td><td>StringFindLastOf_</td></tr><tr><td>size_type find_last_of (charT* s, size_type pos=npos)</td><td>size_type find_last_of_(container, s, pos); size_type
+ find_last_of_(container, s) </td><td>StringFindLastOf_</td></tr><tr><td>size_type find_last_of (const string&amp; s, size_type
+ pos=npos)</td><td>size_type find_last_of_(container, s, pos); size_type
+ find_last_of_(container, s) </td><td>StringFindLastOf_</td></tr><tr><td>size_type find_last_of (charT c, size_type pos=npos)</td><td>size_type find_last_of_(container, c, pos); size_type
+ find_last_of_(container, c) </td><td>StringFindLastOf_</td></tr><tr><td>size_type find_last_not_of(charT* s, size_type pos, size_type
+ n)</td><td>size_type find_last_not_of_(container, s, pos, n)</td><td>StringFindLastNotOf_</td></tr><tr><td>size_type find_last_not_of (charT* s, size_type
+ pos=npos)</td><td>size_type find_last_not_of_(container, s, pos); size_type
+ find_last_of_(container, s) </td><td>StringFindLastNotOf_</td></tr><tr><td>size_type find_last_not_of (const string&amp; s, size_type
+ pos=npos)</td><td>size_type find_last_not_of_(container, s, pos); size_type
+ find_last_not_of_(container, s) </td><td>StringFindLastNotOf_</td></tr><tr><td>size_type find_last_not_of (charT c, size_type
+ pos=npos)</td><td>size_type find_last_not_of_(container, c, pos); size_type
+ find_last_not_of_(container, c) </td><td>StringFindLastNotOf_</td></tr></tbody></table></div></div><p><br class="table-break">
+ </p><p><span class="underline">Notes</span>: </p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>&#7491;: algorithms requiring a predicate need to make them eUML compatible
+ by wrapping them inside a Predicate_ functor. For example,
+ std::less&lt;int&gt; =&gt; Predicate_&lt;std::less&lt;int&gt; &gt;()</p></li><li class="listitem"><p>&#7495;: If using the SGI STL implementation, these functors use the SGI
+ return value</p></li></ul></div><p>
+ </p></div><div class="navfooter"><hr><table width="100%" summary="Navigation footer"><tr><td width="40%" align="left"><a accesskey="p" href="ch09.html">Prev</a>&nbsp;</td><td width="20%" align="center"><a accesskey="u" href="pt02.html">Up</a></td><td width="40%" align="right">&nbsp;<a accesskey="n" href="re01.html">Next</a></td></tr><tr><td width="40%" align="left" valign="top">Chapter&nbsp;9.&nbsp;eUML operators and basic helpers&nbsp;</td><td width="20%" align="center"><a accesskey="h" href="index.html">Home</a></td><td width="40%" align="right" valign="top">&nbsp;Common headers</td></tr></table></div></body></html> \ No newline at end of file
diff --git a/libs/msm/doc/HTML/examples/ActivateStateBeforeTransitionEuml.cpp b/libs/msm/doc/HTML/examples/ActivateStateBeforeTransitionEuml.cpp
new file mode 100644
index 0000000000..fc69b777bc
--- /dev/null
+++ b/libs/msm/doc/HTML/examples/ActivateStateBeforeTransitionEuml.cpp
@@ -0,0 +1,144 @@
+// 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 <iostream>
+
+#include <boost/msm/back/state_machine.hpp>
+#include <boost/msm/front/state_machine_def.hpp>
+#include <boost/msm/front/euml/euml.hpp>
+
+using namespace std;
+namespace msm = boost::msm;
+namespace mpl = boost::mpl;
+using namespace boost::msm::front::euml;
+
+
+namespace // Concrete FSM implementation
+{
+ // events
+ BOOST_MSM_EUML_EVENT(connect)
+ BOOST_MSM_EUML_EVENT(disconnect)
+
+ // flag
+ BOOST_MSM_EUML_FLAG(is_connected)
+
+ BOOST_MSM_EUML_ACTION(SignalConnect)
+ {
+ template <class FSM,class EVT,class SourceState,class TargetState>
+ void operator()(EVT const& ,FSM& fsm,SourceState& ,TargetState& )
+ {
+ // by default, this would be wrong (shows false)
+ cout << "SignalConnect. Connected? "
+ << std::boolalpha
+ << fsm.template is_flag_active<BOOST_MSM_EUML_FLAG_NAME(is_connected)>() << endl;
+ }
+ };
+ BOOST_MSM_EUML_ACTION(SignalDisconnect)
+ {
+ template <class FSM,class EVT,class SourceState,class TargetState>
+ void operator()(EVT const& ,FSM& fsm,SourceState& ,TargetState& )
+ {
+ // by default, this would be wrong (shows true)
+ cout << "SignalDisconnect. Connected? "
+ << std::boolalpha
+ << fsm.template is_flag_active<BOOST_MSM_EUML_FLAG_NAME(is_connected)>()
+ << endl;
+ }
+ };
+
+ // The list of FSM states
+ BOOST_MSM_EUML_ACTION(Connected_Entry)
+ {
+ template <class Event,class FSM,class STATE>
+ void operator()(Event const&,FSM&,STATE& )
+ {
+ std::cout << "entering: Connected" << std::endl;
+ }
+ };
+ BOOST_MSM_EUML_ACTION(Connected_Exit)
+ {
+ template <class Event,class FSM,class STATE>
+ void operator()(Event const&,FSM&,STATE& )
+ {
+ std::cout << "leaving: Connected" << std::endl;
+ }
+ };
+ BOOST_MSM_EUML_STATE(( Connected_Entry,Connected_Exit,
+ attributes_ << no_attributes_,
+ configure_<< is_connected ),Connected)
+
+ BOOST_MSM_EUML_ACTION(Disconnected_Entry)
+ {
+ template <class Event,class FSM,class STATE>
+ void operator()(Event const&,FSM&,STATE& )
+ {
+ std::cout << "entering: Disconnected" << std::endl;
+ }
+ };
+ BOOST_MSM_EUML_ACTION(Disconnected_Exit)
+ {
+ template <class Event,class FSM,class STATE>
+ void operator()(Event const&,FSM&,STATE& )
+ {
+ std::cout << "leaving: Disconnected" << std::endl;
+ }
+ };
+ BOOST_MSM_EUML_STATE(( Disconnected_Entry,Disconnected_Exit ),Disconnected)
+
+ // replaces the old transition table
+ BOOST_MSM_EUML_TRANSITION_TABLE((
+ Disconnected == Connected + disconnect / SignalDisconnect ,
+ Connected == Disconnected + connect / SignalConnect
+ // +------------------------------------------------------------------------------+
+ ),transition_table)
+
+ BOOST_MSM_EUML_ACTION(Log_No_Transition)
+ {
+ template <class FSM,class Event>
+ void operator()(Event const& e,FSM&,int state)
+ {
+ std::cout << "no transition from state " << state
+ << " on event " << typeid(e).name() << std::endl;
+ }
+ };
+
+ // create a state machine "on the fly"
+ BOOST_MSM_EUML_DECLARE_STATE_MACHINE(( transition_table, //STT
+ init_ << Disconnected, // Init State
+ no_action, // Entry
+ no_action, // Exit
+ attributes_ << no_attributes_, // Attributes
+ configure_ << switch_active_before_transition, // configuration
+ Log_No_Transition // no_transition handler
+ ),
+ Connection_) //fsm name
+
+ typedef msm::back::state_machine<Connection_> Connection;
+
+ void test()
+ {
+ Connection connection;
+ // needed to start the highest-level SM. This will call on_entry and mark the start of the SM
+ connection.start();
+ // signal a connection
+ connection.process_event(connect);
+ // signal a disconnection
+ connection.process_event(disconnect);
+ connection.stop();
+ }
+}
+
+int main()
+{
+ test();
+ return 0;
+}
+
+
diff --git a/libs/msm/doc/HTML/examples/ActiveStateSetBeforeTransition.cpp b/libs/msm/doc/HTML/examples/ActiveStateSetBeforeTransition.cpp
new file mode 100644
index 0000000000..769d7702f1
--- /dev/null
+++ b/libs/msm/doc/HTML/examples/ActiveStateSetBeforeTransition.cpp
@@ -0,0 +1,119 @@
+// 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 <iostream>
+// back-end
+#include <boost/msm/back/state_machine.hpp>
+
+//front-end
+#include <boost/msm/front/state_machine_def.hpp>
+// functors
+#include <boost/msm/front/functor_row.hpp>
+#include <boost/msm/front/euml/common.hpp>
+
+
+using namespace std;
+namespace msm = boost::msm;
+namespace mpl = boost::mpl;
+using namespace msm::front;
+
+namespace // Concrete FSM implementation
+{
+ // events
+ struct disconnect {};
+ struct connect {};
+
+ // flag
+ struct is_connected{};
+ // front-end: define the FSM structure
+ struct Connection_ : public msm::front::state_machine_def<Connection_>
+ {
+ // when a transition is about to be taken, we already update our currently active state(s)
+ typedef msm::active_state_switch_before_transition active_state_switch_policy;
+
+ // The list of FSM states
+ struct Connected : public msm::front::state<>
+ {
+ // in this state, we are connected
+ typedef mpl::vector1<is_connected> flag_list;
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "entering: Connected" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "leaving: Connected" << std::endl;}
+ };
+ struct Disconnected : public msm::front::state<>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const& ,FSM&) {std::cout << "entering: Disconnected" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "leaving: Disconnected" << std::endl;}
+ };
+
+ // transition actions
+ struct SignalConnect
+ {
+ template <class EVT,class FSM,class SourceState,class TargetState>
+ void operator()(EVT const&, FSM& fsm,SourceState& ,TargetState& )
+ {
+ // by default, this would be wrong (shows false)
+ cout << "SignalConnect. Connected? " << std::boolalpha << fsm.template is_flag_active<is_connected>() << endl;
+ }
+ };
+ struct SignalDisconnect
+ {
+ template <class EVT,class FSM,class SourceState,class TargetState>
+ void operator()(EVT const&, FSM& fsm,SourceState& ,TargetState& )
+ {
+ // by default, this would be wrong (shows true)
+ cout << "SignalDisconnect. Connected? " << std::boolalpha << fsm.template is_flag_active<is_connected>() << endl;
+ }
+ };
+
+ // the initial state of the player SM. Must be defined
+ typedef Disconnected initial_state;
+
+ // Transition table for player
+ struct transition_table : mpl::vector<
+ // Start Event Next Action Guard
+ // +--------------+-------------+--------------+---------------------------+----------------------+
+ Row < Connected , disconnect , Disconnected , SignalDisconnect , none >,
+ Row < Disconnected , connect , Connected , SignalConnect , none >
+ // +--------------+-------------+--------------+---------------------------+----------------------+
+ > {};
+ // 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;
+ }
+ };
+ // Pick a back-end
+ typedef msm::back::state_machine<Connection_> Connection;
+
+
+ void test()
+ {
+ Connection connection;
+ // needed to start the highest-level SM. This will call on_entry and mark the start of the SM
+ connection.start();
+ // signal a connection
+ connection.process_event(connect());
+ // signal a disconnection
+ connection.process_event(disconnect());
+ connection.stop();
+ }
+}
+
+int main()
+{
+ test();
+ return 0;
+}
diff --git a/libs/msm/doc/HTML/examples/AnonymousTutorial.cpp b/libs/msm/doc/HTML/examples/AnonymousTutorial.cpp
new file mode 100644
index 0000000000..557f90b1d3
--- /dev/null
+++ b/libs/msm/doc/HTML/examples/AnonymousTutorial.cpp
@@ -0,0 +1,133 @@
+// 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 <iostream>
+// back-end
+#include <boost/msm/back/state_machine.hpp>
+//front-end
+#include <boost/msm/front/state_machine_def.hpp>
+
+namespace msm = boost::msm;
+namespace mpl = boost::mpl;
+using namespace boost::msm::front;
+
+namespace
+{
+ // events
+ struct event1 {};
+
+
+ // front-end: define the FSM structure
+ struct my_machine_ : public msm::front::state_machine_def<my_machine_>
+ {
+ // The list of FSM states
+ struct State1 : public msm::front::state<>
+ {
+ // every (optional) entry/exit methods get the event passed.
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "entering: State1" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "leaving: State1" << std::endl;}
+ };
+ struct State2 : public msm::front::state<>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const& ,FSM&) {std::cout << "entering: State2" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "leaving: State2" << std::endl;}
+ };
+
+ struct State3 : public msm::front::state<>
+ {
+ // when stopped, the CD is loaded
+ template <class Event,class FSM>
+ void on_entry(Event const& ,FSM&) {std::cout << "entering: State3" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "leaving: State3" << std::endl;}
+ };
+
+ struct State4 : public msm::front::state<>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "entering: State4" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "leaving: State4" << std::endl;}
+ };
+
+ // the initial state of the player SM. Must be defined
+ typedef State1 initial_state;
+
+ // transition actions
+ void State2ToState3(none const&) { std::cout << "my_machine::State2ToState3\n"; }
+ void State3ToState4(none const&) { std::cout << "my_machine::State3ToState4\n"; }
+ // guard conditions
+ bool always_true(none const& evt)
+ {
+ std::cout << "always_true" << std::endl;
+ return true;
+ }
+ bool always_false(none const& evt)
+ {
+ std::cout << "always_false" << std::endl;
+ return false;
+ }
+
+ typedef my_machine_ p; // makes transition table cleaner
+
+ // Transition table for player
+ struct transition_table : mpl::vector<
+ // Start Event Next Action Guard
+ // +---------+-------------+---------+---------------------+----------------------+
+ _row < State1 , none , State2 >,
+ a_row < State2 , none , State3 , &p::State2ToState3 >,
+ // +---------+-------------+---------+---------------------+----------------------+
+ row < State3 , none , State4 , &p::State3ToState4 , &p::always_true >,
+ g_row < State3 , none , State4 , &p::always_false >,
+ _row < State4 , event1 , State1 >
+ // +---------+-------------+---------+---------------------+----------------------+
+ > {};
+ // 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;
+ }
+ };
+ // Pick a back-end
+ typedef msm::back::state_machine<my_machine_> my_machine;
+
+ //
+ // Testing utilities.
+ //
+ static char const* const state_names[] = { "State1", "State2", "State3", "State4" };
+ void pstate(my_machine const& p)
+ {
+ std::cout << " -> " << state_names[p.current_state()[0]] << std::endl;
+ }
+
+ void test()
+ {
+ my_machine p;
+
+ // needed to start the highest-level SM. This will call on_entry and mark the start of the SM
+ // in this case it will also immediately trigger all anonymous transitions
+ p.start();
+ // this event will bring us back to the initial state and thus, a new "loop" will be started
+ p.process_event(event1());
+
+ }
+}
+
+int main()
+{
+ test();
+ return 0;
+}
diff --git a/libs/msm/doc/HTML/examples/AnonymousTutorialEuml.cpp b/libs/msm/doc/HTML/examples/AnonymousTutorialEuml.cpp
new file mode 100644
index 0000000000..2ad0c5b3c3
--- /dev/null
+++ b/libs/msm/doc/HTML/examples/AnonymousTutorialEuml.cpp
@@ -0,0 +1,175 @@
+// 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 <iostream>
+// back-end
+#include <boost/msm/back/state_machine.hpp>
+#include <boost/msm/front/euml/euml.hpp>
+
+namespace msm = boost::msm;
+using namespace boost::msm::front::euml;
+
+namespace
+{
+ // events
+ BOOST_MSM_EUML_EVENT(event1)
+
+ BOOST_MSM_EUML_ACTION(State1_Entry)
+ {
+ template <class Event,class FSM,class STATE>
+ void operator()(Event const&,FSM&,STATE& )
+ {
+ std::cout << "entering: State1" << std::endl;
+ }
+ };
+ BOOST_MSM_EUML_ACTION(State1_Exit)
+ {
+ template <class Event,class FSM,class STATE>
+ void operator()(Event const&,FSM&,STATE& )
+ {
+ std::cout << "leaving: State1" << std::endl;
+ }
+ };
+ BOOST_MSM_EUML_ACTION(State2_Entry)
+ {
+ template <class Event,class FSM,class STATE>
+ void operator()(Event const&,FSM&,STATE& )
+ {
+ std::cout << "entering: State2" << std::endl;
+ }
+ };
+ BOOST_MSM_EUML_ACTION(State2_Exit)
+ {
+ template <class Event,class FSM,class STATE>
+ void operator()(Event const&,FSM&,STATE& )
+ {
+ std::cout << "leaving: State2" << std::endl;
+ }
+ };
+ BOOST_MSM_EUML_ACTION(State3_Entry)
+ {
+ template <class Event,class FSM,class STATE>
+ void operator()(Event const&,FSM&,STATE& )
+ {
+ std::cout << "entering: State3" << std::endl;
+ }
+ };
+ BOOST_MSM_EUML_ACTION(State3_Exit)
+ {
+ template <class Event,class FSM,class STATE>
+ void operator()(Event const&,FSM&,STATE& )
+ {
+ std::cout << "leaving: State3" << std::endl;
+ }
+ };
+ BOOST_MSM_EUML_ACTION(State4_Entry)
+ {
+ template <class Event,class FSM,class STATE>
+ void operator()(Event const&,FSM&,STATE& )
+ {
+ std::cout << "entering: State4" << std::endl;
+ }
+ };
+ BOOST_MSM_EUML_ACTION(State4_Exit)
+ {
+ template <class Event,class FSM,class STATE>
+ void operator()(Event const&,FSM&,STATE& )
+ {
+ std::cout << "leaving: State4" << std::endl;
+ }
+ };
+
+ // The list of FSM states
+ BOOST_MSM_EUML_STATE(( State1_Entry,State1_Exit ),State1)
+ BOOST_MSM_EUML_STATE(( State2_Entry,State2_Exit ),State2)
+ BOOST_MSM_EUML_STATE(( State3_Entry,State3_Exit ),State3)
+ BOOST_MSM_EUML_STATE(( State4_Entry,State4_Exit ),State4)
+
+ // transition actions
+ BOOST_MSM_EUML_ACTION(State2ToState3)
+ {
+ template <class FSM,class EVT,class SourceState,class TargetState>
+ void operator()(EVT const& ,FSM&,SourceState& ,TargetState& )
+ {
+ std::cout << "my_machine::State2ToState3" << std::endl;
+ }
+ };
+ BOOST_MSM_EUML_ACTION(State3ToState4)
+ {
+ template <class FSM,class EVT,class SourceState,class TargetState>
+ void operator()(EVT const& ,FSM&,SourceState& ,TargetState& )
+ {
+ std::cout << "my_machine::State3ToState4" << std::endl;
+ }
+ };
+ // guard conditions
+ BOOST_MSM_EUML_ACTION(always_true)
+ {
+ template <class FSM,class EVT,class SourceState,class TargetState>
+ bool operator()(EVT const& evt,FSM&,SourceState& ,TargetState& )
+ {
+ std::cout << "always_true" << std::endl;
+ return true;
+ }
+ };
+ BOOST_MSM_EUML_ACTION(always_false)
+ {
+ template <class FSM,class EVT,class SourceState,class TargetState>
+ bool operator()(EVT const& evt,FSM&,SourceState& ,TargetState& )
+ {
+ std::cout << "always_false" << std::endl;
+ return false;
+ }
+ };
+ // replaces the old transition table
+ BOOST_MSM_EUML_TRANSITION_TABLE((
+ State2 == State1 ,
+ State3 == State2 / State2ToState3,
+ State4 == State3 [always_true] / State3ToState4,
+ State4 == State3 [always_false],
+ State1 == State4 + event1
+ // +------------------------------------------------------------------------------+
+ ),transition_table)
+
+ // create a state machine "on the fly"
+ BOOST_MSM_EUML_DECLARE_STATE_MACHINE(( transition_table, //STT
+ init_ << State1 // Init State
+ ),
+ my_machine_) //fsm name
+
+ // Pick a back-end
+ typedef msm::back::state_machine<my_machine_> my_machine;
+
+ //
+ // Testing utilities.
+ //
+ static char const* const state_names[] = { "State1", "State2", "State3", "State4" };
+ void pstate(my_machine const& p)
+ {
+ std::cout << " -> " << state_names[p.current_state()[0]] << std::endl;
+ }
+
+ void test()
+ {
+ my_machine p;
+
+ // needed to start the highest-level SM. This will call on_entry and mark the start of the SM
+ // in this case it will also immediately trigger all anonymous transitions
+ p.start();
+ // this event will bring us back to the initial state and thus, a new "loop" will be started
+ p.process_event(event1);
+ }
+}
+
+int main()
+{
+ test();
+ return 0;
+}
diff --git a/libs/msm/doc/HTML/examples/AnonymousTutorialWithFunctors.cpp b/libs/msm/doc/HTML/examples/AnonymousTutorialWithFunctors.cpp
new file mode 100644
index 0000000000..4bcd7ad37c
--- /dev/null
+++ b/libs/msm/doc/HTML/examples/AnonymousTutorialWithFunctors.cpp
@@ -0,0 +1,158 @@
+// 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 <iostream>
+// back-end
+#include <boost/msm/back/state_machine.hpp>
+//front-end
+#include <boost/msm/front/state_machine_def.hpp>
+// functors
+#include <boost/msm/front/functor_row.hpp>
+#include <boost/msm/front/euml/common.hpp>
+
+namespace msm = boost::msm;
+namespace mpl = boost::mpl;
+using namespace boost::msm::front;
+
+namespace
+{
+ // events
+ struct event1 {};
+
+
+ // front-end: define the FSM structure
+ struct my_machine_ : public msm::front::state_machine_def<my_machine_>
+ {
+ // The list of FSM states
+ struct State1 : public msm::front::state<>
+ {
+ // every (optional) entry/exit methods get the event passed.
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "entering: State1" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "leaving: State1" << std::endl;}
+ };
+ struct State2 : public msm::front::state<>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const& ,FSM&) {std::cout << "entering: State2" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "leaving: State2" << std::endl;}
+ };
+
+ struct State3 : public msm::front::state<>
+ {
+ // when stopped, the CD is loaded
+ template <class Event,class FSM>
+ void on_entry(Event const& ,FSM&) {std::cout << "entering: State3" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "leaving: State3" << std::endl;}
+ };
+
+ struct State4 : public msm::front::state<>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "entering: State4" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "leaving: State4" << std::endl;}
+ };
+
+ // the initial state of the player SM. Must be defined
+ typedef State1 initial_state;
+
+ // transition actions
+ struct State2ToState3
+ {
+ template <class EVT,class FSM,class SourceState,class TargetState>
+ void operator()(EVT const& ,FSM& ,SourceState& ,TargetState& )
+ {
+ std::cout << "my_machine::State2ToState3" << std::endl;
+ }
+ };
+ struct State3ToState4
+ {
+ template <class EVT,class FSM,class SourceState,class TargetState>
+ void operator()(EVT const& ,FSM& ,SourceState& ,TargetState& )
+ {
+ std::cout << "my_machine::State3ToState4" << std::endl;
+ }
+ };
+ // guard conditions
+ struct always_true
+ {
+ template <class EVT,class FSM,class SourceState,class TargetState>
+ bool operator()(EVT const& evt,FSM& fsm,SourceState& src,TargetState& tgt)
+ {
+ std::cout << "always_true" << std::endl;
+ return true;
+ }
+ };
+ struct always_false
+ {
+ template <class EVT,class FSM,class SourceState,class TargetState>
+ bool operator()(EVT const& evt,FSM& fsm,SourceState& src,TargetState& tgt)
+ {
+ std::cout << "always_false" << std::endl;
+ return true;
+ }
+ };
+
+ typedef my_machine_ p; // makes transition table cleaner
+
+ // Transition table for player
+ struct transition_table : mpl::vector<
+ // Start Event Next Action Guard
+ // +---------+-------------+---------+---------------------+----------------------+
+ Row < State1 , none , State2 >,
+ Row < State2 , none , State3 , State2ToState3 >,
+ Row < State3 , none , State4 , none , always_false >,
+ // +---------+-------------+---------+---------------------+----------------------+
+ Row < State3 , none , State4 , State3ToState4 , always_true >,
+ Row < State4 , event1 , State1 >
+ // +---------+-------------+---------+---------------------+----------------------+
+ > {};
+ // 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;
+ }
+ };
+ // Pick a back-end
+ typedef msm::back::state_machine<my_machine_> my_machine;
+
+ //
+ // Testing utilities.
+ //
+ static char const* const state_names[] = { "State1", "State2", "State3", "State4" };
+ void pstate(my_machine const& p)
+ {
+ std::cout << " -> " << state_names[p.current_state()[0]] << std::endl;
+ }
+
+ void test()
+ {
+ my_machine p;
+
+ // needed to start the highest-level SM. This will call on_entry and mark the start of the SM
+ // in this case it will also immediately trigger all anonymous transitions
+ p.start();
+ // this event will bring us back to the initial state and thus, a new "loop" will be started
+ p.process_event(event1());
+
+ }
+}
+
+int main()
+{
+ test();
+ return 0;
+}
diff --git a/libs/msm/doc/HTML/examples/BoostCon09Full.cpp b/libs/msm/doc/HTML/examples/BoostCon09Full.cpp
new file mode 100644
index 0000000000..f4a2d7b047
--- /dev/null
+++ b/libs/msm/doc/HTML/examples/BoostCon09Full.cpp
@@ -0,0 +1,370 @@
+// 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 <vector>
+#include <iostream>
+#include <boost/mpl/vector/vector50.hpp>
+#include <boost/msm/back/state_machine.hpp>
+#include <boost/msm/front/state_machine_def.hpp>
+#include <boost/msm/back/tools.hpp>
+
+namespace msm = boost::msm;
+namespace mpl = boost::mpl;
+
+namespace // Concrete FSM implementation
+{
+ // events
+ struct play {};
+ struct end_pause {};
+ struct stop {};
+ struct pause {};
+ struct open_close {};
+ struct NextSong {};
+ // event which every other event can convert to
+ struct AllSongsPlayed
+ {
+ template <class Event>
+ AllSongsPlayed(Event const&){}
+ };
+ struct PreviousSong {};
+ struct error_found {};
+ struct end_error {};
+
+ // Flags. Allow information about a property of the current state
+ struct CDLoaded {};
+ struct FirstSongPlaying {};
+
+ // A "complicated" event type that carries some data.
+ enum DiskTypeEnum
+ {
+ DISK_CD=0,
+ DISK_DVD=1
+ };
+ struct cd_detected
+ {
+ cd_detected(DiskTypeEnum diskType): disc_type(diskType) {}
+ DiskTypeEnum disc_type;
+ };
+
+ // Concrete FSM implementation
+ struct player_ : public msm::front::state_machine_def<player_>
+ {
+ // The list of FSM states
+ struct Empty : public msm::front::state<>
+ {
+ typedef mpl::vector<play> deferred_events;
+ // every (optional) entry/exit methods get the event packed as boost::any. Not useful very often.
+ 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<>
+ {
+ typedef mpl::vector1<CDLoaded> flag_list;
+ typedef mpl::vector<play> deferred_events;
+ 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;}
+ };
+ // a state needing a pointer to the containing state machine
+ // and using for this the non-default policy
+ // if policy used, set_sm_ptr is needed
+ struct Stopped : public msm::front::state<default_base_state,msm::front::sm_ptr>
+ {
+ // when stopped, the CD is loaded
+ typedef mpl::vector1<CDLoaded> flag_list;
+ 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;}
+ void set_sm_ptr(player_* pl){m_player=pl;}
+ player_* m_player;
+ };
+ // the player state machine contains a state which is himself a state machine
+ // it demonstrates Shallow History: if the state gets activated with end_pause
+ // then it will remember the last active state and reactivate it
+ // also possible: AlwaysHistory, the last active state will always be reactivated
+ // or NoHistory, always restart from the initial state
+ struct Playing_ : public msm::front::state_machine_def<Playing_>
+ {
+ // when playing, the CD is loaded and we are in either pause or playing (duh)
+ typedef mpl::vector<CDLoaded> flag_list;
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "entering: Playing" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "leaving: Playing" << std::endl;}
+
+ // The list of FSM states
+ struct Song1 : public msm::front::state<>
+ {
+ typedef mpl::vector1<FirstSongPlaying> flag_list;
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "starting: First song" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "finishing: First Song" << std::endl;}
+ };
+ struct Song2 : public msm::front::state<>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "starting: Second song" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "finishing: Second Song" << std::endl;}
+ };
+ struct Song3 : public msm::front::state<>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "starting: Third song" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "finishing: Third Song" << std::endl;}
+ };
+ struct CDFinished : public msm::front::exit_pseudo_state<AllSongsPlayed>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "entering: Playing::CDFinished" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "leaving: Playing::CDFinished" << std::endl;}
+ };
+ // 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"; }
+ void all_songs_played(NextSong const&) { std::cout << "Playing::all_songs_played\n"; }
+ // guard conditions
+
+ typedef Playing_ pl; // makes transition table cleaner
+ // Transition table for Playing
+ struct transition_table : mpl::vector<
+ // 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 >,
+ a_row < Song3 , NextSong , CDFinished , &pl::all_songs_played >
+ // +---------+---------------+---------+---------------------+----------------------+
+ > {};
+ // 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_,msm::back::ShallowHistory<mpl::vector<end_pause> > > Playing;
+
+ // the player state machine contains a state which is himself a state machine (2 of them, Playing and Paused)
+ struct Paused : public msm::front::state<>
+ {
+ typedef mpl::vector<CDLoaded> flag_list;
+ 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;}
+ };
+
+ struct AllOk : public msm::front::state<>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "starting: AllOk" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "finishing: AllOk" << std::endl;}
+ };
+ struct ErrorMode : //public msm::front::terminate_state<>
+ public msm::front::interrupt_state<end_error>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "starting: ErrorMode" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "finishing: ErrorMode" << std::endl;}
+ };
+
+ // the initial state of the player SM. Must be defined
+ typedef mpl::vector<Empty,AllOk> initial_state;
+
+ // transition actions
+ void start_playback(play const&) { std::cout << "player::start_playback\n"; }
+ void open_drawer(open_close const&) { std::cout << "player::open_drawer\n"; }
+ void close_drawer(open_close const&) { std::cout << "player::close_drawer\n"; }
+ void store_cd_info(cd_detected const&)
+ {
+ std::cout << "player::store_cd_info\n";
+ // generate another event to test the queue
+ //cd.m_player.process_event(play());
+ }
+ void stop_playback(stop const&) { std::cout << "player::stop_playback\n"; }
+ void end_playback (AllSongsPlayed const&) { std::cout << "player::end_playback\n"; }
+ void pause_playback(pause const&) { std::cout << "player::pause_playback\n"; }
+ void resume_playback(end_pause const&) { std::cout << "player::resume_playback\n"; }
+ void stop_and_open(open_close const&) { std::cout << "player::stop_and_open\n"; }
+ void stopped_again(stop const&){std::cout << "player::stopped_again\n";}
+ void report_error(error_found const&) {std::cout << "player::report_error\n";}
+ void report_end_error(end_error const&) {std::cout << "player::report_end_error\n";}
+ // guard conditions
+ bool good_disk_format(cd_detected const& evt)
+ {
+ // to test a guard condition, let's say we understand only CDs, not DVD
+ if (evt.disc_type != DISK_CD)
+ {
+ std::cout << "wrong disk, sorry" << std::endl;
+ return false;
+ }
+ return true;
+ }
+
+ 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 >,
+ row < Empty , cd_detected , Stopped , &p::store_cd_info ,&p::good_disk_format >,
+ // +-------------+---------------+---------+---------------------+----------------------+
+ 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 < Playing::exit_pt<
+ Playing_::CDFinished> , AllSongsPlayed, Stopped , &p::end_playback >,
+ // +-------------+---------------+---------+---------------------+----------------------+
+ 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 >,
+ // +-------------+---------------+---------+---------------------+----------------------+
+ a_row < AllOk , error_found ,ErrorMode, &p::report_error >,
+ a_row < ErrorMode ,end_error ,AllOk , &p::report_end_error >
+ // +-------------+---------------+---------+---------------------+----------------------+
+ > {};
+
+
+ // 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.
+ //
+
+ void pstate(player const& p)
+ {
+ typedef player::stt Stt;
+ typedef msm::back::generate_state_set<Stt>::type all_states;
+ static char const* state_names[mpl::size<all_states>::value];
+ // 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));
+
+ for (unsigned int i=0;i<player::nr_regions::value;++i)
+ {
+ std::cout << " -> " << state_names[p.current_state()[i]] << std::endl;
+ }
+ }
+
+ void test()
+ {
+ player p;
+ // needed to start the highest-level SM. This will call on_entry and mark the start of the SM
+ p.start();
+ std::cout << "CDLoaded active:" << std::boolalpha << p.is_flag_active<CDLoaded>() << std::endl; //=> false (no CD yet)
+
+ // test deferred event
+ // deferred in Empty and Open, will be handled only after event cd_detected
+ std::cout << "play is not handled in the current state but is marked as delayed" << std::endl;
+ p.process_event(play()); pstate(p);
+ std::cout << "cd_detected will cause play to be handled also" << std::endl;
+ // will be rejected, wrong disk type
+ p.process_event(cd_detected(DISK_DVD)); pstate(p);
+ // will be accepted, wrong disk type
+ p.process_event(cd_detected(DISK_CD)); pstate(p);
+
+ std::cout << "FirstSong active:" << std::boolalpha << p.is_flag_active<FirstSongPlaying>() << std::endl; //=> true
+ p.process_event(NextSong());pstate(p);
+ // We are now in second song, Flag inactive
+ std::cout << "FirstSong active:" << std::boolalpha << p.is_flag_active<FirstSongPlaying>() << std::endl;//=> false
+ p.process_event(NextSong());pstate(p);
+ // 2nd song active
+ p.process_event(PreviousSong());pstate(p);
+ // Pause
+ p.process_event(pause()); pstate(p);
+ // go back to Playing
+ // but end_pause is an event activating the History
+ // => keep the last active State (SecondSong)
+ p.process_event(end_pause()); pstate(p);
+ // force an exit by listening all the songs
+ p.process_event(NextSong());
+ p.process_event(NextSong());pstate(p);
+
+ std::cout << "CDLoaded active:" << std::boolalpha << p.is_flag_active<CDLoaded>() << std::endl;//=> true
+ std::cout << "FirstSong active:" << std::boolalpha << p.is_flag_active<FirstSongPlaying>() << std::endl;//=> false
+
+ // go back to Playing
+ // but play is not leading to Shallow History => do not remember the last active State (SecondSong)
+ // and activate again FirstSong and LightOn
+ p.process_event(play()); pstate(p);
+ p.process_event(error_found()); pstate(p);
+
+ // try generating more events
+ std::cout << "Trying to generate another event" << std::endl; // will not work, fsm is terminated or interrupted
+ p.process_event(NextSong());pstate(p);
+
+ std::cout << "Trying to end the error" << std::endl; // will work only if ErrorMode is interrupt state
+ p.process_event(end_error());pstate(p);
+ std::cout << "Trying to generate another event" << std::endl; // will work only if ErrorMode is interrupt state
+ p.process_event(NextSong());pstate(p);
+
+ // the states and events of the higher level FSM (player)
+ typedef player::stt Stt;
+ typedef msm::back::generate_state_set<Stt>::type simple_states;
+
+ std::cout << "the state list:" << std::endl;
+ mpl::for_each<simple_states,boost::msm::wrap<mpl::placeholders::_1> >(msm::back::display_type ());
+
+ std::cout << "the event list:" << std::endl;
+ typedef msm::back::generate_event_set<Stt>::type event_list;
+ mpl::for_each<event_list,boost::msm::wrap<mpl::placeholders::_1> >(msm::back::display_type ());
+ std::cout << std::endl;
+
+ // the states and events recursively searched
+ typedef msm::back::recursive_get_transition_table<player>::type recursive_stt;
+
+ std::cout << "the state list (including sub-SMs):" << std::endl;
+
+ typedef msm::back::generate_state_set<recursive_stt>::type all_states;
+ mpl::for_each<all_states,boost::msm::wrap<mpl::placeholders::_1> >(msm::back::display_type ());
+
+ std::cout << "the event list (including sub-SMs):" << std::endl;
+ typedef msm::back::generate_event_set<recursive_stt>::type all_events;
+ mpl::for_each<all_events,boost::msm::wrap<mpl::placeholders::_1> >(msm::back::display_type ());
+
+ }
+}
+
+int main()
+{
+ test();
+ return 0;
+}
+
+
diff --git a/libs/msm/doc/HTML/examples/CompilerStressTestEuml.cpp b/libs/msm/doc/HTML/examples/CompilerStressTestEuml.cpp
new file mode 100644
index 0000000000..7bde7f5487
--- /dev/null
+++ b/libs/msm/doc/HTML/examples/CompilerStressTestEuml.cpp
@@ -0,0 +1,446 @@
+// 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 <vector>
+#include <list>
+#include <set>
+#include <map>
+#include <iostream>
+
+// we need more than the default 10 states
+#define FUSION_MAX_VECTOR_SIZE 15
+
+#include <boost/msm/back/state_machine.hpp>
+#include <boost/msm/front/euml/euml.hpp>
+#include <boost/msm/front/euml/stl.hpp>
+
+using namespace std;
+using namespace boost::msm::front::euml;
+namespace msm = boost::msm;
+
+// how long the timer will ring when countdown elapsed.
+#define RINGING_TIME 5
+
+namespace // Concrete FSM implementation
+{
+ // flag
+ BOOST_MSM_EUML_FLAG(SomeFlag)
+
+ // declares attributes with type and name. Can be used anywhere after
+ BOOST_MSM_EUML_DECLARE_ATTRIBUTE(std::string,m_song)
+ BOOST_MSM_EUML_DECLARE_ATTRIBUTE(int,m_song_id)
+
+ // declare that a type inheriting from OneSongDef will get these 2 attributes
+ BOOST_MSM_EUML_ATTRIBUTES((attributes_ << m_song << m_song_id ), OneSongDef)
+ // events
+ // this event is done "manually", not using any predefined macro
+ struct OneSong_impl : euml_event<OneSong_impl>,OneSongDef
+ {
+ OneSong_impl(){}
+ OneSong_impl(const string& asong)
+ {
+ get_attribute(m_song)=asong;
+ get_attribute(m_song_id)=1;
+ }
+ OneSong_impl(const OneSong_impl& asong)
+ {
+ get_attribute(m_song)=asong.get_attribute(m_song);
+ get_attribute(m_song_id)=1;
+ }
+ const string& get_data() const {return get_attribute(m_song);}
+ };
+ // declare an instance for use in the transition table
+ OneSong_impl const OneSong;
+
+ struct SongComparator : euml_action<SongComparator>
+ {
+ bool operator()(const OneSong_impl& lhs,const OneSong_impl& rhs)const
+ {
+ return lhs.get_data() == rhs.get_data();
+ }
+ };
+ struct SongLessComparator : euml_action<SongLessComparator>
+ {
+ bool operator()(const OneSong_impl& lhs,const OneSong_impl& rhs)const
+ {
+ return lhs.get_data() < rhs.get_data();
+ }
+ };
+ struct Comparator
+ {
+ template <class T>
+ bool operator()(const T& lhs,const T& rhs)const
+ {
+ return lhs < rhs;
+ }
+ };
+ struct RemoveDummy
+ {
+ bool operator()(const OneSong_impl& lhs)const
+ {
+ return (lhs.get_attribute(m_song).compare(std::string("She-Dummy. Remove this one"))==0 );
+ }
+ };
+ template <int val>
+ struct LookFor
+ {
+ template <class T>
+ bool operator()(const T& lhs)const
+ {
+ return lhs == val;
+ }
+ };
+ template <int val>
+ struct LessThan
+ {
+ template <class T>
+ bool operator()(const T& lhs)const
+ {
+ return lhs < val;
+ }
+ };
+ BOOST_MSM_EUML_ACTION(SongDeleter)
+ {
+ bool operator()(const OneSong_impl& lhs)const
+ {
+ return lhs.get_data() == "Twist and Shout";
+ }
+ };
+ struct Generator
+ {
+ int operator()()const
+ {
+ return 1;
+ }
+ };
+ struct Print
+ {
+ template <class T>
+ void operator()(const T& lhs)const
+ {
+ std::cout << "Song:" << lhs.get_data() << endl;
+ }
+ };
+ BOOST_MSM_EUML_ATTRIBUTES((attributes_ << m_song ), NotFoundDef)
+ // declare an event instance called NotFound with the defined attributes
+ // these attributes can then be referenced anywhere (stt, state behaviors)
+ BOOST_MSM_EUML_EVENT_WITH_ATTRIBUTES(NotFound,NotFoundDef)
+
+ BOOST_MSM_EUML_ATTRIBUTES((attributes_ << m_song ), FoundDef)
+ struct Found_impl : euml_event<Found_impl>,FoundDef
+ {
+ Found_impl(){}
+ Found_impl (const string& data)
+ {
+ get_attribute(m_song)=data;
+ }
+ int foo()const {std::cout << "foo()" << std::endl; return 0;}
+ int foo(int i)const {std::cout << "foo(int):" << i << std::endl; return 1;}
+ int foo(int i,int j)const {std::cout << "foo(int,int):" << i <<"," << j << std::endl; return 2;}
+
+ };
+ Found_impl const Found;
+ // some functions to call
+ // this macro creates a functor and an eUML function wrapper. Now, foo_ can be used anywhere
+ BOOST_MSM_EUML_METHOD(FoundFoo_ , foo , foo_ , int , int )
+
+ template <class T>
+ int do_print(T& t ) {std::cout << "print(T):" << typeid(T).name() << std::endl;return 1;}
+ BOOST_MSM_EUML_FUNCTION(PrintState_ , do_print , print_ , int , int )
+
+ BOOST_MSM_EUML_EVENT(Done)
+
+ // Concrete FSM implementation
+ struct some_base
+ {
+ int foobar()const {std::cout << "foobar()" << std::endl; return 0;}
+ int foobar(int i)const {std::cout << "foobar(int):" << i << std::endl; return 1;}
+ int foobar(int i,int j)const {std::cout << "foobar(int,int):" << i <<"," << j << std::endl; return 2;}
+ };
+ // some functions to call
+ BOOST_MSM_EUML_METHOD(FooBar_ , foobar , foobar_ , int , int )
+
+ // fsm attributes
+ BOOST_MSM_EUML_DECLARE_ATTRIBUTE(vector<OneSong_impl>,m_src_container)
+ BOOST_MSM_EUML_DECLARE_ATTRIBUTE(list<OneSong_impl>,m_tgt_container)
+ BOOST_MSM_EUML_DECLARE_ATTRIBUTE(list<int>,m_var2)
+ BOOST_MSM_EUML_DECLARE_ATTRIBUTE(list<int>,m_var3)
+ BOOST_MSM_EUML_DECLARE_ATTRIBUTE(set<int>,m_var4)
+ typedef std::map<int,int> int_int_map;
+ BOOST_MSM_EUML_DECLARE_ATTRIBUTE(int_int_map,m_var5)
+ BOOST_MSM_EUML_DECLARE_ATTRIBUTE(std::string,m_var6)
+ BOOST_MSM_EUML_DECLARE_ATTRIBUTE(std::string,m_var7)
+ BOOST_MSM_EUML_DECLARE_ATTRIBUTE(vector<int>,m_var8)
+ BOOST_MSM_EUML_DECLARE_ATTRIBUTE(vector<int>,m_var9)
+ BOOST_MSM_EUML_DECLARE_ATTRIBUTE(int,m_var10)
+
+ // The list of FSM states
+ BOOST_MSM_EUML_STATE(( ( insert_(fsm_(m_tgt_container),end_(fsm_(m_tgt_container)),
+ append_(event_(m_song),fsm_(m_var7)) ),//foo_(event_,Int_<0>()) ,
+ //foo_(event_,Int_<0>(),Int_<1>()),print_(state_),
+ process_(Done/*,fsm_*/),if_then_(true_,true_) ),
+ no_action
+ ),Insert)
+
+ BOOST_MSM_EUML_DECLARE_ATTRIBUTE(std::string,m_letters)
+ BOOST_MSM_EUML_STATE(( if_then_else_( (string_find_(event_(m_song),state_(m_letters),Size_t_<0>()) != Npos_<string>()&&
+ string_find_(event_(m_song),Char_<'S'>(),Size_t_<0>()) != Npos_<string>()&&
+ string_find_first_of_(event_(m_song),Char_<'S'>()) == Size_t_<0>() &&
+ string_compare_(event_(m_song),Int_<0>(),size_(event_(m_song)),event_(m_song)) == Int_<0>()
+ //&& is_flag_(SomeFlag(),fsm_())
+ //&& ( event_(m_song_id) == Int_<1>())
+ //&& string_find_(event_(m_song),String_<mpl::string<'Sh','e'> >())
+ // != Npos_<string>()
+
+ ),
+ process2_(Found,
+ //string_insert_(event_(m_song),Size_t_<0>(),fsm_(m_var6)) ),
+ string_replace_(
+ string_assign_(
+ string_erase_(
+ string_insert_(
+ substr_(event_(m_song),Size_t_<1>()),
+ Size_t_<0>(),
+ Size_t_<1>(),
+ Char_<'S'>()),
+ Size_t_<0>(),
+ Size_t_<1>() ),
+ event_(m_song) ),
+ Size_t_<0>(),
+ Size_t_<1>(),
+ c_str_(fsm_(m_var6))
+ /*Size_t_<1>(),
+ Char_<'s'>()*/ ) ),
+ process2_(NotFound,event_(m_song),fsm_) ) ,
+ no_action,
+ attributes_ << m_letters,
+ configure_<< SomeFlag ),StringFind)
+
+ BOOST_MSM_EUML_DECLARE_ATTRIBUTE(vector<OneSong_impl>::iterator,m_src_it)
+ BOOST_MSM_EUML_STATE(( if_then_( (state_(m_src_it) != end_(fsm_(m_src_container)) &&
+ //associative_find_(fsm_(m_var4),Int_<9>()) != end_(fsm_(m_var4))&&
+ //associative_count_(fsm_(m_var4),Int_<9>()) == Size_t_<1>() &&
+ //*associative_upper_bound_(fsm_(m_var4),Int_<8>()) == Int_<9>()&&
+ //*associative_lower_bound_(fsm_(m_var4),Int_<9>()) == Int_<9>() &&
+ //second_(associative_equal_range_(fsm_(m_var4),Int_<8>())) == associative_upper_bound_(fsm_(m_var4),Int_<8>()) &&
+ //first_(associative_equal_range_(fsm_(m_var4),Int_<8>())) == associative_lower_bound_(fsm_(m_var4),Int_<8>())&&
+ //second_(*associative_lower_bound_(fsm_(m_var5),Int_<0>())) == Int_<0>() && //map => pair as return
+ //find_if_(begin_(fsm_(m_var4)),end_(fsm_(m_var4)),Predicate_<LookFor<8> >()) != end_(fsm_(m_var4))&&
+ //*lower_bound_(begin_(fsm_(m_var4)),end_(fsm_(m_var4)),Int_<9>(),Predicate_<std::less<int> >()) == Int_<9>()&&
+ //*upper_bound_(begin_(fsm_(m_var4)),end_(fsm_(m_var4)),Int_<8>(),Predicate_<std::less<int> >()) == Int_<9>() &&
+ //second_(equal_range_(begin_(fsm_(m_var4)),end_(fsm_(m_var4)),Int_<8>()))
+ // == upper_bound_(begin_(fsm_(m_var4)),end_(fsm_(m_var4)),Int_<8>()) &&
+ //first_(equal_range_(begin_(fsm_(m_var4)),end_(fsm_(m_var4)),Int_<9>(),Predicate_<std::less<int> >()))
+ // == lower_bound_(begin_(fsm_(m_var4)),end_(fsm_(m_var4)),Int_<9>(),Predicate_<std::less<int> >())&&
+ //binary_search_(begin_(fsm_(m_var4)),end_(fsm_(m_var4)),Int_<9>(),Predicate_<std::less<int> >())&&
+ //binary_search_(begin_(fsm_(m_var4)),end_(fsm_(m_var4)),Int_<9>())&&
+ //count_(begin_(fsm_(m_var4)),end_(fsm_(m_var4)),Int_<9>()) == Int_<1>()&&
+ //count_if_(begin_(fsm_(m_var4)),end_(fsm_(m_var4)),Predicate_<LookFor<9> >()) == Int_<1>()&&
+ //distance_(begin_(fsm_(m_var4)),end_(fsm_(m_var4))) == Int_<2>()&&
+ //*min_element_(begin_(fsm_(m_var4)),end_(fsm_(m_var4)),Predicate_<std::less<int> >()) == Int_<8>()&&
+ //*max_element_(begin_(fsm_(m_var4)),end_(fsm_(m_var4)),Predicate_<std::less<int> >()) == Int_<9>()&&
+ //adjacent_find_(begin_(fsm_(m_var4)),end_(fsm_(m_var4))) == end_(fsm_(m_var4))&&
+ //*find_end_(begin_(fsm_(m_var8)),end_(fsm_(m_var8)),begin_(fsm_(m_var9)),end_(fsm_(m_var9)))
+ // == Int_<1>()&&
+ //*find_first_of_(begin_(fsm_(m_var8)),end_(fsm_(m_var8)),begin_(fsm_(m_var9)),end_(fsm_(m_var9)))
+ // == Int_<1>()&&
+ //equal_(begin_(fsm_(m_var9)),end_(fsm_(m_var9)),begin_(fsm_(m_var8)))&&
+ //*search_(begin_(fsm_(m_var8)),end_(fsm_(m_var8)),begin_(fsm_(m_var9)),end_(fsm_(m_var9)))
+ // == Int_<1>()&&
+ //includes_(begin_(fsm_(m_var8)),end_(fsm_(m_var8)),begin_(fsm_(m_var9)),end_(fsm_(m_var9)))&&
+ //!lexicographical_compare_(begin_(fsm_(m_var8)),end_(fsm_(m_var8)),
+ // begin_(fsm_(m_var9)),end_(fsm_(m_var9)))&&
+ //first_(mismatch_(begin_(fsm_(m_var9)),end_(fsm_(m_var9)),begin_(fsm_(m_var8))))
+ // == end_(fsm_(m_var9)) &&
+ accumulate_(begin_(fsm_(m_var9)),end_(fsm_(m_var9)),Int_<1>(),
+ Predicate_<std::plus<int> >()) == Int_<1>()
+ ),
+ (process2_(OneSong,*(state_(m_src_it)++))/*,foobar_(fsm_,Int_<0>())*/ ) ),
+ no_action,
+ attributes_ << m_src_it
+ , configure_<< SomeFlag ),Foreach)
+
+
+ // replaces the old transition table
+ BOOST_MSM_EUML_TRANSITION_TABLE((
+ StringFind == Foreach + OneSong[if_then_else_(true_,true_,true_)],
+ Insert == StringFind + Found / (if_then_(true_,no_action)),
+ Foreach == StringFind + NotFound ,
+ Foreach == Insert + Done
+ // +------------------------------------------------------------------------------+
+ ),transition_table )
+
+ BOOST_MSM_EUML_ACTION(Log_No_Transition)
+ {
+ template <class FSM,class Event>
+ void operator()(Event const& e,FSM&,int state)
+ {
+ std::cout << "no transition from state " << state
+ << " on event " << typeid(e).name() << std::endl;
+ }
+ };
+ // create a state machine "on the fly"
+ BOOST_MSM_EUML_DECLARE_STATE_MACHINE(( transition_table, //STT
+ init_ << Foreach, // Init
+ //insert_(state_(m_var4),begin_(state_(m_var2)),end_(state_(m_var2))),
+ (insert_(state_(m_var4),Int_<5>()),insert_(state_(m_var4),Int_<6>()),insert_(state_(m_var4),Int_<7>()),
+ insert_(state_(m_var4),Int_<8>()),insert_(state_(m_var4),Int_<9>()),
+ associative_erase_(state_(m_var4),Int_<6>()),associative_erase_(state_(m_var4),begin_(state_(m_var4))),
+ associative_erase_(state_(m_var4),begin_(state_(m_var4)),++begin_(state_(m_var4))),
+ insert_(state_(m_var2),begin_(state_(m_var2)),begin_(state_(m_var3)),end_(state_(m_var3))),
+ state_(m_var5)[Int_<0>()]=Int_<0>(),state_(m_var5)[Int_<1>()]=Int_<1>()
+ ,attribute_(substate_(Foreach,fsm_),m_src_it)
+ = begin_(fsm_(m_src_container))
+ //,fill_(begin_(state_(m_var9)),end_(state_(m_var9)),Int_<0>())
+ //,fill_n_(begin_(state_(m_var9)),Size_t_<2>(),Int_<0>())
+ //,transform_(begin_(state_(m_var4)),end_(state_(m_var4)),begin_(state_(m_var2)),begin_(state_(m_var4)),
+ // Predicate_<std::plus<int> >())
+ //,process_(Done,fsm_(),fsm_)
+ //,process_(Done,fsm_)
+ //,fsm_
+ //,foobar_(state_,Int_<0>(),Int_<1>())
+ //,nth_element_(begin_(state_(m_var9)),++begin_(state_(m_var9)),end_(state_(m_var9)),Predicate_<std::less<int> >())
+ //,partial_sort_(begin_(state_(m_var9)),end_(state_(m_var9)),end_(state_(m_var9)),Predicate_<std::less<int> >())
+ //,partial_sort_copy_(begin_(state_(m_var9)),end_(state_(m_var9)),begin_(state_(m_var9)),end_(state_(m_var9)),Predicate_<std::less<int> >())
+ //,list_sort_(state_(m_var2))
+ //,sort_(begin_(state_(m_var9)),end_(state_(m_var9)),Predicate_<std::less<int> >())
+ //,inner_product_(begin_(state_(m_var9)),end_(state_(m_var9)),begin_(state_(m_var9)),Int_<1>())
+ //,replace_copy_(begin_(state_(m_var4)),end_(state_(m_var4)),begin_(state_(m_var4)),Int_<8>(),Int_<7>())
+ //,replace_copy_if_(begin_(state_(m_var4)),end_(state_(m_var4)),begin_(state_(m_var4)),Predicate_<LookFor<9> >(),Int_<8>())
+ //,replace_(begin_(state_(m_var4)),end_(state_(m_var4)),Int_<8>(),Int_<7>())
+ //,replace_if_(begin_(state_(m_var4)),end_(state_(m_var4)),Predicate_<LookFor<9> >(),Int_<8>())
+ //,adjacent_difference_(begin_(state_(m_var9)),end_(state_(m_var9)),begin_(state_(m_var9)))
+ //,partial_sum_(begin_(state_(m_var9)),end_(state_(m_var9)),begin_(state_(m_var9)))
+ //,inner_product_(begin_(state_(m_var9)),end_(state_(m_var9)),begin_(state_(m_var9)),Int_<1>())
+ //,next_permutation_(begin_(state_(m_var9)),end_(state_(m_var9)),Predicate_<std::less<int> >())
+ //,prev_permutation_(begin_(state_(m_var9)),end_(state_(m_var9)),Predicate_<std::less<int> >())
+ //,set_union_(begin_(state_(m_var9)),end_(state_(m_var9)),begin_(state_(m_var9)),end_(state_(m_var9)),begin_(state_(m_var9)))
+ //,inplace_merge_(begin_(state_(m_var9)),end_(state_(m_var9)),end_(state_(m_var9)),Predicate_<std::less<int> >())
+ //,merge_(begin_(state_(m_var9)),end_(state_(m_var9)),begin_(state_(m_var9)),end_(state_(m_var9))
+ // ,begin_(state_(m_var9)),Predicate_<std::less<int> >())
+ //,stable_sort_(begin_(state_(m_var9)),end_(state_(m_var9)),Predicate_<std::less<int> >())
+ //,partition_(begin_(state_(m_var2)),end_(state_(m_var2)),Predicate_<LessThan<3> >())
+ //,stable_partition_(begin_(state_(m_var2)),end_(state_(m_var2)),Predicate_<LessThan<3> >())
+ //,rotate_copy_(begin_(state_(m_var2)),++begin_(state_(m_var2)),end_(state_(m_var2)),begin_(state_(m_var2)))
+ //,rotate_(begin_(state_(m_var2)),++begin_(state_(m_var2)),end_(state_(m_var2)))
+ //,unique_(begin_(state_(m_var2)),end_(state_(m_var2)))
+ //,unique_copy_(begin_(state_(m_var2)),end_(state_(m_var2)),begin_(state_(m_var2)))
+ //,random_shuffle_(begin_(state_(m_var9)),end_(state_(m_var9)))
+ //,generate_(begin_(state_(m_var9)),end_(state_(m_var9)),Predicate_<Generator>())
+ //,generate_n_(begin_(state_(m_var9)),Int_<2>(),Predicate_<Generator>())
+ //,reverse_copy_(begin_(state_(m_var2)),end_(state_(m_var2)),begin_(state_(m_var2)))
+ //erase_(state_(m_src_container),
+ // remove_if_(begin_(state_(m_src_container)),end_(state_(m_src_container)),
+ // Predicate_<RemoveDummy>()),
+ // end_(state_(m_src_container))),
+ //list_remove_(state_(m_var2),Int_<3>()),
+ //remove_copy_if_(begin_(state_(m_var9)),end_(state_(m_var9)),back_inserter_(state_(m_var2)),
+ // Predicate_<LookFor<2> >() )
+ //for_each_(begin_(state_(m_src_container)),end_(state_m_src_container()),
+ // Predicate_<Print>() ),
+ //copy_(begin_(state_(m_var9)),end_(state_(m_var9)),inserter_(state_(m_var2),end_(state_(m_var2)))),
+ //reverse_(begin_(state_(m_var2)),end_(state_(m_var2)))
+ ),
+ //no_action, // Entry
+ //splice_(state_(m_var2),begin_(state_(m_var2)),state_(m_var3),begin_(state_(m_var3)),end_(state_(m_var3))),
+ //(list_remove_(state_(m_var2),Int_<3>()),list_merge_(state_(m_var2),state_(m_var3),Comparator())),//no_action, // Entry
+ no_action, // Exit
+ attributes_ << m_src_container // song list
+ << m_tgt_container // result
+ << m_var2
+ << m_var3
+ << m_var4
+ << m_var5
+ << m_var6
+ << m_var7
+ << m_var8
+ << m_var9
+ << m_var10,
+ configure_<< no_configure_,
+ Log_No_Transition
+ ),iPodSearch_helper)
+
+ struct iPodSearch_ : public iPodSearch_helper, public some_base
+ {
+ };
+
+
+ // choice of back-end
+ typedef msm::back::state_machine<iPodSearch_> iPodSearch;
+
+ void test()
+ {
+ iPodSearch search;
+ // fill our song list
+ //search.get_attribute<m_src_container>().push_back(OneSong("She-Dummy. Remove this one"));
+ search.get_attribute(m_src_container).push_back(OneSong_impl("Let it be"));
+ search.get_attribute(m_src_container).push_back(OneSong_impl("Yellow submarine"));
+ search.get_attribute(m_src_container).push_back(OneSong_impl("Twist and Shout"));
+ search.get_attribute(m_src_container).push_back(OneSong_impl("She Loves You"));
+
+ search.get_attribute(m_var2).push_back(1);
+ search.get_attribute(m_var2).push_back(3);
+ search.get_attribute(m_var2).push_back(4);
+
+ search.get_attribute(m_var3).push_back(2);
+ search.get_attribute(m_var3).push_back(4);
+
+ search.get_attribute(m_var6) = "S";
+ search.get_attribute(m_var7) = "- Some text";
+
+ search.get_attribute(m_var8).push_back(1);
+ search.get_attribute(m_var8).push_back(2);
+ search.get_attribute(m_var8).push_back(3);
+ search.get_attribute(m_var8).push_back(4);
+
+ search.get_attribute(m_var9).push_back(1);
+ search.get_attribute(m_var9).push_back(2);
+
+
+ // look for "She Loves You" using the first letters
+ // BOOST_MSM_EUML_STATE_NAME returns the name of the event type of which StringFind is an instance
+ search.get_state<BOOST_MSM_EUML_STATE_NAME(StringFind)&>().get_attribute(m_letters)="Sh";
+ // needed to start the highest-level SM. This will call on_entry and mark the start of the SM
+ search.start();
+ // display all the songs
+ for (list<OneSong_impl>::const_iterator it = search.get_attribute(m_tgt_container).begin();
+ it != search.get_attribute(m_tgt_container).end();++it)
+ {
+ cout << "candidate song:" << (*it).get_data() << endl;
+ }
+ for (list<int>::const_iterator iti = search.get_attribute(m_var2).begin();
+ iti != search.get_attribute(m_var2).end();++iti)
+ {
+ cout << "int in attribute m_var2:" << (*iti) << endl;
+ }
+ for (set<int>::const_iterator its = search.get_attribute(m_var4).begin();
+ its != search.get_attribute(m_var4).end();++its)
+ {
+ cout << "int in attribute m_var4:" << (*its) << endl;
+ }
+ cout << "search using more letters" << endl;
+ // look for "She Loves You" using more letters
+ search.get_state<BOOST_MSM_EUML_STATE_NAME(StringFind)&>().get_attribute(m_letters)="She";
+ search.get_attribute(m_tgt_container).clear();
+ search.start();
+ // display all the songs
+ for (list<OneSong_impl>::const_iterator it = search.get_attribute(m_tgt_container).begin();
+ it != search.get_attribute(m_tgt_container).end();++it)
+ {
+ cout << "candidate song:" << (*it).get_data() << endl;
+ }
+ }
+}
+
+int main()
+{
+ test();
+ return 0;
+}
diff --git a/libs/msm/doc/HTML/examples/CompositeTutorial.cpp b/libs/msm/doc/HTML/examples/CompositeTutorial.cpp
new file mode 100644
index 0000000000..b0ee192eec
--- /dev/null
+++ b/libs/msm/doc/HTML/examples/CompositeTutorial.cpp
@@ -0,0 +1,244 @@
+// 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 <iostream>
+// back-end
+#include <boost/msm/back/state_machine.hpp>
+//front-end
+#include <boost/msm/front/state_machine_def.hpp>
+
+namespace msm = boost::msm;
+namespace mpl = boost::mpl;
+
+namespace // Concrete FSM implementation
+{
+ // events
+ struct play {};
+ struct end_pause {};
+ struct stop {};
+ struct pause {};
+ struct open_close {};
+ struct NextSong {};
+ struct PreviousSong {};
+
+ // A "complicated" event type that carries some data.
+ struct cd_detected
+ {
+ cd_detected(std::string name)
+ : name(name)
+ {}
+
+ std::string name;
+ };
+
+ // front-end: define the FSM structure
+ struct player_ : public msm::front::state_machine_def<player_>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const& ,FSM&) {std::cout << "entering: Player" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "leaving: Player" << std::endl;}
+
+ // The list of FSM states
+ struct Empty : public msm::front::state<>
+ {
+ // every (optional) entry/exit methods get the event passed.
+ 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;}
+ };
+
+ // the player state machine contains a state which is himself a state machine
+ // as you see, no need to declare it anywhere so Playing can be developed separately
+ // by another team in another module. For simplicity I just declare it inside player
+ struct Playing_ : public msm::front::state_machine_def<Playing_>
+ {
+ // when playing, the CD is loaded and we are in either pause or playing (duh)
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "entering: Playing" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "leaving: Playing" << std::endl;}
+
+ // The list of FSM states
+ struct Song1 : public msm::front::state<>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "starting: First song" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "finishing: First Song" << std::endl;}
+
+ };
+ struct Song2 : public msm::front::state<>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "starting: Second song" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "finishing: Second Song" << std::endl;}
+ };
+ struct Song3 : public msm::front::state<>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "starting: Third song" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "finishing: Third Song" << std::endl;}
+ };
+ // 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;
+ }
+ };
+ // back-end
+ typedef msm::back::state_machine<Playing_> Playing;
+
+
+ // state not defining any entry or exit
+ struct Paused : public msm::front::state<>
+ {
+ };
+
+ // the initial state of the player SM. Must be defined
+ typedef Empty initial_state;
+
+ // transition actions
+ void start_playback(play const&) { std::cout << "player::start_playback\n"; }
+ void open_drawer(open_close const&) { std::cout << "player::open_drawer\n"; }
+ void close_drawer(open_close const&) { std::cout << "player::close_drawer\n"; }
+ void store_cd_info(cd_detected const& cd) {std::cout << "player::store_cd_info\n";}
+ void stop_playback(stop const&) { std::cout << "player::stop_playback\n"; }
+ void pause_playback(pause const&) { std::cout << "player::pause_playback\n"; }
+ void resume_playback(end_pause const&) { std::cout << "player::resume_playback\n"; }
+ void stop_and_open(open_close const&) { std::cout << "player::stop_and_open\n"; }
+ void stopped_again(stop const&){std::cout << "player::stopped_again\n";}
+ // 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;
+ }
+
+ };
+ // Pick a back-end
+ 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;
+ }
+
+ void test()
+ {
+ player p;
+ // needed to start the highest-level SM. This will call on_entry and mark the start of the SM
+ p.start();
+ // go to Open, call on_exit on Empty, then action, then on_entry on Open
+ p.process_event(open_close()); pstate(p);
+ p.process_event(open_close()); pstate(p);
+ p.process_event(cd_detected("louie, louie"));
+ p.process_event(play());
+
+ // at this point, Play is active
+ // make transition happen inside it. Player has no idea about this event but it's ok.
+ p.process_event(NextSong());pstate(p); //2nd song active
+ p.process_event(NextSong());pstate(p);//3rd song active
+ p.process_event(PreviousSong());pstate(p);//2nd song active
+
+ p.process_event(pause()); pstate(p);
+ // go back to Playing
+ // as you see, it starts back from the original state
+ p.process_event(end_pause()); pstate(p);
+ p.process_event(pause()); pstate(p);
+ p.process_event(stop()); pstate(p);
+ // event leading to the same state
+ p.process_event(stop()); pstate(p);
+ // stop the fsm (call on_exit's, including the submachines)
+ p.process_event(play());
+ std::cout << "stop fsm" << std::endl;
+ p.stop();
+ std::cout << "restart fsm" << std::endl;
+ p.start();
+ }
+}
+
+int main()
+{
+ test();
+ return 0;
+}
diff --git a/libs/msm/doc/HTML/examples/CompositeTutorialEuml.cpp b/libs/msm/doc/HTML/examples/CompositeTutorialEuml.cpp
new file mode 100644
index 0000000000..516d3dbd50
--- /dev/null
+++ b/libs/msm/doc/HTML/examples/CompositeTutorialEuml.cpp
@@ -0,0 +1,182 @@
+// 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 <vector>
+#include <iostream>
+
+#include <boost/msm/back/state_machine.hpp>
+#include <boost/msm/front/euml/euml.hpp>
+
+using namespace std;
+using namespace boost::msm::front::euml;
+namespace msm = boost::msm;
+
+// entry/exit/action/guard logging functors
+#include "logging_functors.h"
+
+namespace // Concrete FSM implementation
+{
+ // events
+ BOOST_MSM_EUML_EVENT(play)
+ BOOST_MSM_EUML_EVENT(end_pause)
+ BOOST_MSM_EUML_EVENT(stop)
+ BOOST_MSM_EUML_EVENT(pause)
+ BOOST_MSM_EUML_EVENT(open_close)
+ BOOST_MSM_EUML_EVENT(next_song)
+ BOOST_MSM_EUML_EVENT(previous_song)
+ BOOST_MSM_EUML_EVENT(region2_evt)
+
+ // A "complicated" event type that carries some data.
+ BOOST_MSM_EUML_DECLARE_ATTRIBUTE(std::string,cd_name)
+ BOOST_MSM_EUML_DECLARE_ATTRIBUTE(DiskTypeEnum,cd_type)
+ BOOST_MSM_EUML_ATTRIBUTES((attributes_ << cd_name << cd_type ), cd_detected_attributes)
+ BOOST_MSM_EUML_EVENT_WITH_ATTRIBUTES(cd_detected,cd_detected_attributes)
+
+ // Concrete FSM implementation
+
+ // The list of FSM states
+ // state not defining any entry or exit
+ BOOST_MSM_EUML_STATE((),Paused)
+ BOOST_MSM_EUML_STATE(( Empty_Entry,Empty_Exit ),Empty)
+ BOOST_MSM_EUML_STATE(( Open_Entry,Open_Exit ),Open)
+ BOOST_MSM_EUML_STATE(( Stopped_Entry,Stopped_Exit ),Stopped)
+
+
+ // Playing is now a state machine itself.
+
+ // It has 5 substates
+ BOOST_MSM_EUML_STATE(( Song1_Entry,Song1_Exit ),Song1)
+ BOOST_MSM_EUML_STATE(( Song2_Entry,Song2_Exit ),Song2)
+ BOOST_MSM_EUML_STATE(( Song3_Entry,Song3_Exit ),Song3)
+ BOOST_MSM_EUML_STATE(( Region2State1_Entry,Region2State1_Exit ),Region2State1)
+ BOOST_MSM_EUML_STATE(( Region2State2_Entry,Region2State2_Exit ),Region2State2)
+
+ // Playing has a transition table
+ BOOST_MSM_EUML_TRANSITION_TABLE((
+ // +------------------------------------------------------------------------------+
+ Song2 == Song1 + next_song / start_next_song,
+ Song1 == Song2 + previous_song / start_prev_song,
+ Song3 == Song2 + next_song / start_next_song,
+ Song2 == Song3 + previous_song / start_prev_song,
+ Region2State2 == Region2State1 + region2_evt
+ // +------------------------------------------------------------------------------+
+ ),playing_transition_table )
+
+ BOOST_MSM_EUML_DECLARE_STATE_MACHINE( (playing_transition_table, //STT
+ init_ << Song1 << Region2State1 // Init State
+ ),Playing_)
+ // choice of back-end
+ typedef msm::back::state_machine<Playing_> Playing_type;
+ Playing_type const Playing;
+
+ // guard conditions
+ BOOST_MSM_EUML_ACTION(good_disk_format)
+ {
+ template <class FSM,class EVT,class SourceState,class TargetState>
+ bool operator()(EVT const& evt,FSM&,SourceState& ,TargetState& )
+ {
+ // to test a guard condition, let's say we understand only CDs, not DVD
+ if (evt.get_attribute(cd_type)!=DISK_CD)
+ {
+ std::cout << "wrong disk, sorry" << std::endl;
+ // just for logging, does not block any transition
+ return true;
+ }
+ std::cout << "good disk" << std::endl;
+ return true;
+ }
+ };
+ // replaces the old transition table
+ BOOST_MSM_EUML_TRANSITION_TABLE((
+ Playing == Stopped + play / start_playback ,
+ Playing == Paused + end_pause / resume_playback,
+ // +------------------------------------------------------------------------------+
+ Empty == Open + open_close / close_drawer,
+ // +------------------------------------------------------------------------------+
+ Open == Empty + open_close / open_drawer,
+ Open == Paused + open_close / stop_and_open,
+ Open == Stopped + open_close / open_drawer,
+ Open == Playing + open_close / stop_and_open,
+ // +------------------------------------------------------------------------------+
+ Paused == Playing + pause / pause_playback,
+ // +------------------------------------------------------------------------------+
+ Stopped == Playing + stop / stop_playback,
+ Stopped == Paused + stop / stop_playback,
+ Stopped == Empty + cd_detected [good_disk_format &&(event_(cd_type)==Int_<DISK_CD>())]
+ / (store_cd_info,process_(play)),
+ Stopped == Stopped + stop
+ // +------------------------------------------------------------------------------+
+ ),transition_table)
+
+ // create a state machine "on the fly"
+ BOOST_MSM_EUML_DECLARE_STATE_MACHINE(( transition_table, //STT
+ init_ << Empty, // Init State
+ no_action, // Entry
+ no_action, // Exit
+ attributes_ << no_attributes_, // Attributes
+ configure_ << no_configure_, // configuration
+ Log_No_Transition // no_transition handler
+ ),
+ player_) //fsm name
+
+ // choice of back-end
+ typedef msm::back::state_machine<player_> player;
+
+ //
+ // Testing utilities.
+ //
+ static char const* const state_names[] = { "Stopped", "Paused", "Open", "Empty", "Playing" };
+ void pstate(player const& p)
+ {
+ std::cout << " -> " << state_names[p.current_state()[0]] << std::endl;
+ }
+
+ void test()
+ {
+ player p;
+ // needed to start the highest-level SM. This will call on_entry and mark the start of the SM
+ p.start();
+ // note that we write open_close and not open_close(), like usual. Both are possible with eUML, but
+ // you now have less to type.
+ // go to Open, call on_exit on Empty, then action, then on_entry on Open
+ p.process_event(open_close); pstate(p);
+ p.process_event(open_close); pstate(p);
+ // will be rejected, wrong disk type
+ p.process_event(
+ cd_detected("louie, louie",DISK_DVD)); pstate(p);
+ p.process_event(
+ cd_detected("louie, louie",DISK_CD)); pstate(p);
+ // no need to call play() as the previous event does it in its action method
+ //p.process_event(play);
+
+ // make transition happen inside it. Player has no idea about this event but it's ok.
+ p.process_event(next_song);pstate(p); //2nd song active
+ p.process_event(next_song);pstate(p);//3rd song active
+ p.process_event(previous_song);pstate(p);//2nd song active
+
+ // at this point, Play is active
+ p.process_event(pause); pstate(p);
+
+ // go back to Playing
+ p.process_event(end_pause); pstate(p);
+ p.process_event(pause); pstate(p);
+ p.process_event(stop); pstate(p);
+
+ // event leading to the same state
+ // no action method called as none is defined in the transition table
+ p.process_event(stop); pstate(p);
+ }
+}
+
+int main()
+{
+ test();
+ return 0;
+}
diff --git a/libs/msm/doc/HTML/examples/CompositeTutorialWithEumlTable.cpp b/libs/msm/doc/HTML/examples/CompositeTutorialWithEumlTable.cpp
new file mode 100644
index 0000000000..7783d2cdf6
--- /dev/null
+++ b/libs/msm/doc/HTML/examples/CompositeTutorialWithEumlTable.cpp
@@ -0,0 +1,213 @@
+#include <iostream>
+// back-end
+#include <boost/msm/back/state_machine.hpp>
+//front-end
+#include <boost/msm/front/state_machine_def.hpp>
+#include <boost/msm/front/euml/euml.hpp>
+
+namespace msm = boost::msm;
+namespace mpl = boost::mpl;
+using namespace std;
+
+// entry/exit/action/guard logging functors
+#include "logging_functors.h"
+
+namespace
+{
+ // events
+ struct play_impl : msm::front::euml::euml_event<play_impl> {};
+ struct end_pause_impl : msm::front::euml::euml_event<end_pause_impl>{};
+ struct stop_impl : msm::front::euml::euml_event<stop_impl>{};
+ struct pause_impl : msm::front::euml::euml_event<pause_impl>{};
+ struct open_close_impl : msm::front::euml::euml_event<open_close_impl>{};
+ struct cd_detected_impl : msm::front::euml::euml_event<cd_detected_impl>{};
+ struct next_song_impl : msm::front::euml::euml_event<next_song_impl>{};
+ struct previous_song_impl : msm::front::euml::euml_event<previous_song_impl>{};
+
+ // define some dummy instances for use in the transition table
+ // it is also possible to default-construct them instead:
+ // struct play {};
+ // inside the table: play()
+ play_impl play;
+ end_pause_impl end_pause;
+ stop_impl stop;
+ pause_impl pause;
+ open_close_impl open_close;
+ cd_detected_impl cd_detected;
+ next_song_impl next_song;
+ previous_song_impl previous_song;
+
+ // The list of FSM states
+ // they have to be declared outside of the front-end only to make VC happy :(
+ // note: gcc would have no problem
+ struct Empty_impl : public msm::front::state<> , public msm::front::euml::euml_state<Empty_impl>
+ {
+ // every (optional) entry/exit methods get the event passed.
+ 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_impl : public msm::front::state<> , public msm::front::euml::euml_state<Open_impl>
+ {
+ 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_impl : public msm::front::state<> , public msm::front::euml::euml_state<Stopped_impl>
+ {
+ 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;}
+ };
+
+ // Playing Submachine front-end
+ struct Playing_ : public msm::front::state_machine_def<Playing_>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const& ,FSM&) {std::cout << "entering: Playing" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "leaving: Playing" << std::endl;}
+
+ struct Song1_ : public msm::front::state<> , public msm::front::euml::euml_state<Song1_>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const& ,FSM&) {std::cout << "entering: Song1" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "leaving: Song1" << std::endl;}
+ };
+ struct Song2_ : public msm::front::state<> , public msm::front::euml::euml_state<Song2_>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const& ,FSM&) {std::cout << "entering: Song2" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "leaving: Song2" << std::endl;}
+ };
+ struct Song3_ : public msm::front::state<> , public msm::front::euml::euml_state<Song3_>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const& ,FSM&) {std::cout << "entering: Song3" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "leaving: Song3" << std::endl;}
+ };
+ // to make the transition table more readable
+ // VC seems to need them static
+ static Song1_ Song1;
+ static Song2_ Song2;
+ static Song3_ Song3;
+ typedef Song1_ initial_state;
+
+ // Playing has a transition table
+ BOOST_MSM_EUML_DECLARE_TRANSITION_TABLE((
+ // +------------------------------------------------------------------------------+
+ Song2 == Song1 + next_song / start_next_song,
+ Song1 == Song2 + previous_song / start_prev_song,
+ Song3 == Song2 + next_song / start_next_song,
+ Song2 == Song3 + previous_song / start_prev_song
+ // +------------------------------------------------------------------------------+
+ ),transition_table )
+
+ };
+ // Playing Submachine back-end
+ typedef boost::msm::back::state_machine<Playing_> Playing_helper;
+ struct Playing_impl : public Playing_helper,
+ public msm::front::euml::euml_state<Playing_helper>
+ {
+ };
+
+ // state not defining any entry or exit
+ struct Paused_impl : public msm::front::state<> , public msm::front::euml::euml_state<Paused_impl>
+ {
+ };
+ //to make the transition table more readable
+ Empty_impl const Empty;
+ Open_impl const Open;
+ Stopped_impl const Stopped;
+ Playing_impl const Playing;
+ Paused_impl const Paused;
+
+ // front-end: define the FSM structure
+ struct player_ : public msm::front::state_machine_def<player_>
+ {
+
+ // the initial state of the player SM. Must be defined
+ typedef Empty_impl initial_state;
+
+ // Transition table for player
+ // replaces the old transition table
+ BOOST_MSM_EUML_DECLARE_TRANSITION_TABLE((
+ Stopped + play / 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 /(store_cd_info,
+ msm::front::euml::process_(play)) == Stopped ,
+ // +------------------------------------------------------------------------------+
+ Playing + stop / stop_playback == Stopped ,
+ Playing + pause / pause_playback == Paused ,
+ Playing + open_close / stop_and_open == Open ,
+ // +------------------------------------------------------------------------------+
+ Paused + end_pause / resume_playback == Playing ,
+ Paused + stop / stop_playback == Stopped ,
+ Paused + open_close / stop_and_open == Open
+ // +------------------------------------------------------------------------------+
+ ),transition_table)
+
+ // 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;
+ }
+ };
+ // Pick a back-end
+ 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;
+ }
+
+ void test()
+ {
+ player p;
+ // needed to start the highest-level SM. This will call on_entry and mark the start of the SM
+ p.start();
+ // go to Open, call on_exit on Empty, then action, then on_entry on Open
+ p.process_event(open_close); pstate(p);
+ p.process_event(open_close); pstate(p);
+ p.process_event(cd_detected); pstate(p);
+
+ // at this point, Play is active
+ // make transition happen inside it. Player has no idea about this event but it's ok.
+ p.process_event(next_song);pstate(p); //2nd song active
+ p.process_event(next_song);pstate(p);//3rd song active
+ p.process_event(previous_song);pstate(p);//2nd song active
+
+ p.process_event(pause); pstate(p);
+ // go back to Playing
+ p.process_event(end_pause); pstate(p);
+ p.process_event(pause); pstate(p);
+ p.process_event(stop); pstate(p);
+ // event leading to the same state
+ // no action method called as it is not present in the transition table
+ p.process_event(stop); pstate(p);
+ }
+}
+
+int main()
+{
+ test();
+ return 0;
+}
diff --git a/libs/msm/doc/HTML/examples/Constructor.cpp b/libs/msm/doc/HTML/examples/Constructor.cpp
new file mode 100644
index 0000000000..8ae05412d7
--- /dev/null
+++ b/libs/msm/doc/HTML/examples/Constructor.cpp
@@ -0,0 +1,292 @@
+// 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 <iostream>
+// back-end
+#include <boost/msm/back/state_machine.hpp>
+//front-end
+#include <boost/msm/front/state_machine_def.hpp>
+
+namespace msm = boost::msm;
+namespace mpl = boost::mpl;
+
+struct SomeExternalContext
+{
+ SomeExternalContext(int b):bla(b){}
+ int bla;
+};
+
+namespace
+{
+ // events
+ struct play {};
+ struct end_pause {};
+ struct stop {};
+ struct pause {};
+ struct open_close {};
+ struct NextSong {};
+ struct PreviousSong {};
+
+ // A "complicated" event type that carries some data.
+ enum DiskTypeEnum
+ {
+ DISK_CD=0,
+ DISK_DVD=1
+ };
+ struct cd_detected
+ {
+ cd_detected(std::string name, DiskTypeEnum diskType)
+ : name(name),
+ disc_type(diskType)
+ {}
+
+ std::string name;
+ DiskTypeEnum disc_type;
+ };
+
+ // front-end: define the FSM structure
+ struct player_ : public msm::front::state_machine_def<player_>
+ {
+ player_(SomeExternalContext& context,int someint)
+ :context_(context)
+ {
+ std::cout << "context value:" << context_.bla << " with value:" << someint << std::endl;
+ context.bla = 10;
+ }
+
+ SomeExternalContext& context_;
+
+ // The list of FSM states
+ struct Empty : public msm::front::state<>
+ {
+ int data_;
+ Empty():data_(0){}
+ Empty(int i):data_(i){}
+ // every (optional) entry/exit methods get the event passed.
+ 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<>
+ {
+ int data_;
+ Open():data_(0){}
+ Open(int i):data_(i){}
+
+ 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;}
+ };
+
+ // sm_ptr still supported but deprecated as functors are a much better way to do the same thing
+ struct Stopped : public msm::front::state<msm::front::default_base_state,msm::front::sm_ptr>
+ {
+ 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;}
+ void set_sm_ptr(player_* pl)
+ {
+ m_player=pl;
+ }
+ player_* m_player;
+ };
+
+ struct Playing_ : public msm::front::state_machine_def<Playing_>
+ {
+ // when playing, the CD is loaded and we are in either pause or playing (duh)
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "entering: Playing" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "leaving: Playing" << std::endl;}
+
+ // The list of FSM states
+ struct Song1 : public msm::front::state<>
+ {
+ int data_;
+ Song1():data_(0){}
+ Song1(int i):data_(i){}
+
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "starting: First song" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "finishing: First Song" << std::endl;}
+
+ };
+ struct Song2 : public msm::front::state<>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "starting: Second song" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "finishing: Second Song" << std::endl;}
+ };
+ struct Song3 : public msm::front::state<>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "starting: Third song" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "finishing: Third Song" << std::endl;}
+ };
+ // 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;
+ }
+ };
+ // back-end
+ typedef msm::back::state_machine<Playing_> Playing;
+
+ // state not defining any entry or exit
+ struct Paused : public msm::front::state<>
+ {
+ };
+
+ // the initial state of the player SM. Must be defined
+ typedef Empty initial_state;
+
+ // transition actions
+ void start_playback(play const&) { std::cout << "player::start_playback\n"; }
+ void open_drawer(open_close const&) { std::cout << "player::open_drawer\n"; }
+ void close_drawer(open_close const&) { std::cout << "player::close_drawer\n"; }
+ void store_cd_info(cd_detected const&) { std::cout << "player::store_cd_info\n"; }
+ void stop_playback(stop const&) { std::cout << "player::stop_playback\n"; }
+ void pause_playback(pause const&) { std::cout << "player::pause_playback\n"; }
+ void resume_playback(end_pause const&) { std::cout << "player::resume_playback\n"; }
+ void stop_and_open(open_close const&) { std::cout << "player::stop_and_open\n"; }
+ void stopped_again(stop const&) {std::cout << "player::stopped_again\n";}
+ // guard conditions
+ bool good_disk_format(cd_detected const& evt)
+ {
+ // to test a guard condition, let's say we understand only CDs, not DVD
+ if (evt.disc_type != DISK_CD)
+ {
+ std::cout << "wrong disk, sorry" << std::endl;
+ return false;
+ }
+ return true;
+ }
+ // used to show a transition conflict. This guard will simply deactivate one transition and thus
+ // solve the conflict
+ bool auto_start(cd_detected const&)
+ {
+ return false;
+ }
+
+ 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 >,
+ _row < Stopped , stop , Stopped >,
+ // +---------+-------------+---------+---------------------+----------------------+
+ a_row < Open , open_close , Empty , &p::close_drawer >,
+ // +---------+-------------+---------+---------------------+----------------------+
+ a_row < Empty , open_close , Open , &p::open_drawer >,
+ row < Empty , cd_detected , Stopped , &p::store_cd_info ,&p::good_disk_format >,
+ row < Empty , cd_detected , Playing , &p::store_cd_info ,&p::auto_start >,
+ // +---------+-------------+---------+---------------------+----------------------+
+ 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;
+ }
+ };
+ // Pick a back-end
+ 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;
+ }
+
+ void test()
+ {
+ SomeExternalContext ctx(3);
+ // example 1
+ // create a player with an argument by reference and an int
+ // (go to the constructor front-end)
+ player p1(boost::ref(ctx),5);
+
+ // example 2
+ // create a player with a copy of an Empty state, an argument by reference and an int
+ // (last 2 go to the constructor front-end)
+ player p2(msm::back::states_ << player_::Empty(1),boost::ref(ctx),5);
+ std::cout << "Empty's data should be 1. Is: " << p2.get_state<player_::Empty&>().data_ << std::endl;
+
+ std::cout << "Set a new Empty state" << std::endl;
+ p2.set_states(msm::back::states_ << player_::Empty(5));
+ std::cout << "Empty's data should be 5. Is: " << p2.get_state<player_::Empty&>().data_ << std::endl;
+
+ std::cout << "Set new Empty and Open states" << std::endl;
+ p2.set_states(msm::back::states_ << player_::Empty(7) << player_::Open(2));
+ std::cout << "Empty's data should be 7. Is: " << p2.get_state<player_::Empty&>().data_ << std::endl;
+ std::cout << "Open's data should be 2. Is: " << p2.get_state<player_::Open&>().data_ << std::endl;
+
+ // example 3
+ // create a player with a copy of an Empty state, a copy of a Playing submachine
+ // (which is itself created by a copy of Song1)
+ // an argument by reference and an int
+ // (last 2 go to the constructor front-end)
+ player p(msm::back::states_ << player_::Empty(1)
+ << player_::Playing(msm::back::states_ << player_::Playing_::Song1(8)),
+ boost::ref(ctx),5);
+
+ std::cout << "Song1's data should be 8. Is: "
+ << p.get_state<player_::Playing&>().get_state<player_::Playing_::Song1&>().data_ << std::endl;
+
+
+ }
+}
+
+int main()
+{
+ test();
+ return 0;
+}
diff --git a/libs/msm/doc/HTML/examples/DirectEntryEuml.cpp b/libs/msm/doc/HTML/examples/DirectEntryEuml.cpp
new file mode 100644
index 0000000000..7cde090e8d
--- /dev/null
+++ b/libs/msm/doc/HTML/examples/DirectEntryEuml.cpp
@@ -0,0 +1,386 @@
+// 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 <vector>
+#include <iostream>
+
+#include <boost/msm/back/state_machine.hpp>
+#include <boost/msm/front/euml/euml.hpp>
+
+using namespace std;
+using namespace boost::msm::front::euml;
+namespace msm = boost::msm;
+namespace mpl = boost::mpl;
+
+
+namespace // Concrete FSM implementation
+{
+ // events
+ BOOST_MSM_EUML_EVENT(event1)
+ BOOST_MSM_EUML_EVENT(event2)
+ BOOST_MSM_EUML_EVENT(event3)
+ BOOST_MSM_EUML_EVENT(event4)
+ BOOST_MSM_EUML_EVENT(event5)
+ // if we need something special, like a template constructor, we cannot use the helper macros
+ struct event6_impl : euml_event<event6_impl>
+ {
+ event6_impl(){}
+ template <class Event>
+ event6_impl(Event const&){}
+ };
+ event6_impl const event6;
+
+ //Sub fsm state definition
+ BOOST_MSM_EUML_ACTION(SubState1_Entry)
+ {
+ template <class Event,class FSM,class STATE>
+ void operator()(Event const&,FSM&,STATE& )
+ {
+ std::cout << "entering: SubFsm2::SubState1" << std::endl;
+ }
+ };
+ BOOST_MSM_EUML_ACTION(SubState1_Exit)
+ {
+ template <class Event,class FSM,class STATE>
+ void operator()(Event const&,FSM&,STATE& )
+ {
+ std::cout << "leaving: SubFsm2::SubState1" << std::endl;
+ }
+ };
+ BOOST_MSM_EUML_STATE(( SubState1_Entry,SubState1_Exit ),SubState1)
+
+ BOOST_MSM_EUML_ACTION(SubState1b_Entry)
+ {
+ template <class Event,class FSM,class STATE>
+ void operator()(Event const&,FSM&,STATE& )
+ {
+ std::cout << "entering: SubFsm2::SubState1b" << std::endl;
+ }
+ };
+ BOOST_MSM_EUML_ACTION(SubState1b_Exit)
+ {
+ template <class Event,class FSM,class STATE>
+ void operator()(Event const&,FSM&,STATE& )
+ {
+ std::cout << "leaving: SubFsm2::SubState1b" << std::endl;
+ }
+ };
+ BOOST_MSM_EUML_STATE(( SubState1b_Entry,SubState1b_Exit ),SubState1b)
+
+ BOOST_MSM_EUML_ACTION(SubState1c_Entry)
+ {
+ template <class Event,class FSM,class STATE>
+ void operator()(Event const&,FSM&,STATE& )
+ {
+ std::cout << "entering: SubFsm2::SubState1c" << std::endl;
+ }
+ };
+ BOOST_MSM_EUML_ACTION(SubState1c_Exit)
+ {
+ template <class Event,class FSM,class STATE>
+ void operator()(Event const&,FSM&,STATE& )
+ {
+ std::cout << "leaving: SubFsm2::SubState1c" << std::endl;
+ }
+ };
+ BOOST_MSM_EUML_STATE(( SubState1c_Entry,SubState1c_Exit ),SubState1c)
+
+ BOOST_MSM_EUML_ACTION(SubState2_Entry)
+ {
+ template <class Event,class FSM,class STATE>
+ void operator()(Event const&,FSM&,STATE& )
+ {
+ std::cout << "entering: SubFsm2::SubState2" << std::endl;
+ }
+ };
+ BOOST_MSM_EUML_ACTION(SubState2_Exit)
+ {
+ template <class Event,class FSM,class STATE>
+ void operator()(Event const&,FSM&,STATE& )
+ {
+ std::cout << "leaving: SubFsm2::SubState2" << std::endl;
+ }
+ };
+ BOOST_MSM_EUML_EXPLICIT_ENTRY_STATE(0,( SubState2_Entry,SubState2_Exit ),SubState2)
+
+ BOOST_MSM_EUML_ACTION(SubState2b_Entry)
+ {
+ template <class Event,class FSM,class STATE>
+ void operator()(Event const&,FSM&,STATE& )
+ {
+ std::cout << "entering: SubFsm2::SubState2b" << std::endl;
+ }
+ };
+ BOOST_MSM_EUML_ACTION(SubState2b_Exit)
+ {
+ template <class Event,class FSM,class STATE>
+ void operator()(Event const&,FSM&,STATE& )
+ {
+ std::cout << "leaving: SubFsm2::SubState2b" << std::endl;
+ }
+ };
+ BOOST_MSM_EUML_EXPLICIT_ENTRY_STATE(1,( SubState2b_Entry,SubState2b_Exit ),SubState2b)
+
+ BOOST_MSM_EUML_ACTION(SubState2c_Entry)
+ {
+ template <class Event,class FSM,class STATE>
+ void operator()(Event const&,FSM&,STATE& )
+ {
+ std::cout << "entering: SubFsm2::SubState2c" << std::endl;
+ }
+ };
+ BOOST_MSM_EUML_ACTION(SubState2c_Exit)
+ {
+ template <class Event,class FSM,class STATE>
+ void operator()(Event const&,FSM&,STATE& )
+ {
+ std::cout << "leaving: SubFsm2::SubState2c" << std::endl;
+ }
+ };
+ BOOST_MSM_EUML_EXPLICIT_ENTRY_STATE(2,( SubState2c_Entry,SubState2c_Exit ),SubState2c)
+
+ BOOST_MSM_EUML_ACTION(PseudoEntry1_Entry)
+ {
+ template <class Event,class FSM,class STATE>
+ void operator()(Event const&,FSM&,STATE& )
+ {
+ std::cout << "entering: SubFsm2::PseudoEntry1" << std::endl;
+ }
+ };
+ BOOST_MSM_EUML_ACTION(PseudoEntry1_Exit)
+ {
+ template <class Event,class FSM,class STATE>
+ void operator()(Event const&,FSM&,STATE& )
+ {
+ std::cout << "leaving: SubFsm2::PseudoEntry1" << std::endl;
+ }
+ };
+ BOOST_MSM_EUML_ENTRY_STATE(0,( PseudoEntry1_Entry,PseudoEntry1_Exit ),PseudoEntry1)
+
+ BOOST_MSM_EUML_ACTION(SubState3_Entry)
+ {
+ template <class Event,class FSM,class STATE>
+ void operator()(Event const&,FSM&,STATE& )
+ {
+ std::cout << "entering: SubFsm2::SubState3" << std::endl;
+ }
+ };
+ BOOST_MSM_EUML_ACTION(SubState3_Exit)
+ {
+ template <class Event,class FSM,class STATE>
+ void operator()(Event const&,FSM&,STATE& )
+ {
+ std::cout << "leaving: SubFsm2::SubState3" << std::endl;
+ }
+ };
+ BOOST_MSM_EUML_STATE(( SubState3_Entry,SubState3_Exit ),SubState3)
+
+ BOOST_MSM_EUML_ACTION(SubState3b_Entry)
+ {
+ template <class Event,class FSM,class STATE>
+ void operator()(Event const&,FSM&,STATE& )
+ {
+ std::cout << "entering: SubFsm2::SubState3b" << std::endl;
+ }
+ };
+ BOOST_MSM_EUML_ACTION(SubState3b_Exit)
+ {
+ template <class Event,class FSM,class STATE>
+ void operator()(Event const&,FSM&,STATE& )
+ {
+ std::cout << "leaving: SubFsm2::SubState3b" << std::endl;
+ }
+ };
+ BOOST_MSM_EUML_STATE(( SubState3b_Entry,SubState3b_Exit ),SubState3b)
+
+ BOOST_MSM_EUML_ACTION(PseudoExit1_Entry)
+ {
+ template <class Event,class FSM,class STATE>
+ void operator()(Event const&,FSM&,STATE& )
+ {
+ std::cout << "entering: SubFsm2::PseudoExit1" << std::endl;
+ }
+ };
+ BOOST_MSM_EUML_ACTION(PseudoExit1_Exit)
+ {
+ template <class Event,class FSM,class STATE>
+ void operator()(Event const&,FSM&,STATE& )
+ {
+ std::cout << "leaving: SubFsm2::PseudoExit1" << std::endl;
+ }
+ };
+ BOOST_MSM_EUML_EXIT_STATE(( event6,PseudoExit1_Entry,PseudoExit1_Exit ),PseudoExit1)
+
+ // actions
+ BOOST_MSM_EUML_ACTION(entry_action)
+ {
+ template <class FSM,class EVT,class SourceState,class TargetState>
+ void operator()(FSM& ,EVT const& ,SourceState& ,TargetState& )
+ {
+ cout << "calling entry_action" << endl;
+ }
+ };
+ // SubFsm definition
+ BOOST_MSM_EUML_ACTION(SubFsm2_Entry)
+ {
+ template <class Event,class FSM,class STATE>
+ void operator()(Event const&,FSM&,STATE& )
+ {
+ std::cout << "entering: SubFsm2" << std::endl;
+ }
+ };
+ BOOST_MSM_EUML_ACTION(SubFsm2_Exit)
+ {
+ template <class Event,class FSM,class STATE>
+ void operator()(Event const&,FSM&,STATE& )
+ {
+ std::cout << "leaving: SubFsm2" << std::endl;
+ }
+ };
+ BOOST_MSM_EUML_TRANSITION_TABLE((
+ // +------------------------------------------------------------------------------+
+ SubState3 == PseudoEntry1 + event4 / entry_action ,
+ SubState1 == SubState2 + event6 ,
+ PseudoExit1 == SubState3 + event5
+ // +------------------------------------------------------------------------------+
+ ), SubFsm2_transition_table)
+
+ BOOST_MSM_EUML_DECLARE_STATE_MACHINE( (SubFsm2_transition_table, //STT
+ init_ << SubState1 << SubState1b << SubState1c, // Init State
+ SubFsm2_Entry, // Entry
+ SubFsm2_Exit
+ ),SubFsm2_def)
+ // inherit to add some typedef
+ struct SubFsm2_ : public SubFsm2_def
+ {
+ // these 2 states are not found in the transition table because they are accessed only through
+ // a fork, so we need to create them explicitly
+ typedef mpl::vector<BOOST_MSM_EUML_STATE_NAME(SubState2b),
+ BOOST_MSM_EUML_STATE_NAME(SubState2c)> explicit_creation;
+ };
+
+ // back-end
+ typedef msm::back::state_machine<SubFsm2_> SubFsm2_type;
+ SubFsm2_type const SubFsm2;
+
+ // Fsm state definitions
+ BOOST_MSM_EUML_ACTION(State1_Entry)
+ {
+ template <class Event,class FSM,class STATE>
+ void operator()(Event const&,FSM&,STATE& )
+ {
+ std::cout << "entering: State1" << std::endl;
+ }
+ };
+ BOOST_MSM_EUML_ACTION(State1_Exit)
+ {
+ template <class Event,class FSM,class STATE>
+ void operator()(Event const&,FSM&,STATE& )
+ {
+ std::cout << "leaving: State1" << std::endl;
+ }
+ };
+ BOOST_MSM_EUML_STATE(( State1_Entry,State1_Exit ),State1)
+
+ BOOST_MSM_EUML_ACTION(State2_Entry)
+ {
+ template <class Event,class FSM,class STATE>
+ void operator()(Event const&,FSM&,STATE& )
+ {
+ std::cout << "entering: State2" << std::endl;
+ }
+ };
+ BOOST_MSM_EUML_ACTION(State2_Exit)
+ {
+ template <class Event,class FSM,class STATE>
+ void operator()(Event const&,FSM&,STATE& )
+ {
+ std::cout << "leaving: State2" << std::endl;
+ }
+ };
+ BOOST_MSM_EUML_STATE(( State2_Entry,State2_Exit ),State2)
+
+ // Fsm definition
+ BOOST_MSM_EUML_TRANSITION_TABLE((
+ // +------------------------------------------------------------------------------+
+ SubFsm2 == State1 + event1 ,
+ explicit_(SubFsm2,SubState2) == State1 + event2,
+ (explicit_(SubFsm2,SubState2),
+ explicit_(SubFsm2,SubState2b),
+ explicit_(SubFsm2,SubState2c)) == State1 + event3 ,
+ entry_pt_(SubFsm2,PseudoEntry1) == State1 + event4 ,
+ State1 == SubFsm2 + event1 ,
+ State2 == exit_pt_
+ (SubFsm2,PseudoExit1) + event6
+ // +------------------------------------------------------------------------------+
+ ),transition_table )
+
+
+ BOOST_MSM_EUML_ACTION(Log_No_Transition)
+ {
+ template <class Event,class FSM,class STATE>
+ void operator()(Event const& e,FSM&,STATE& )
+ {
+ std::cout << "no transition in Fsm"
+ << " on event " << typeid(e).name() << std::endl;
+ }
+ };
+ BOOST_MSM_EUML_DECLARE_STATE_MACHINE(( transition_table, //STT
+ init_ << State1, // Init State
+ no_action, // Entry
+ no_action, // Exit
+ attributes_ << no_attributes_, // Attributes
+ configure_ << no_configure_, // configuration
+ Log_No_Transition // no_transition handler
+ ),
+ Fsm_) //fsm name
+
+ //back-end
+ typedef msm::back::state_machine<Fsm_> Fsm;
+
+ //
+ // Testing utilities.
+ //
+ static char const* const state_names[] = { "State1", "SubFsm2","State2" };
+ void pstate(Fsm const& p)
+ {
+ std::cout << " -> " << state_names[p.current_state()[0]] << std::endl;
+ }
+
+ void test()
+ {
+ Fsm p;
+ // needed to start the highest-level SM. This will call on_entry and mark the start of the SM
+ p.start();
+ std::cout << "Simply move in and out of the composite, activate init states" << std::endl;
+ p.process_event(event1); pstate(p);
+ p.process_event(event1); pstate(p);
+ std::cout << "Direct entry into SubFsm2::SubState2, then transition to SubState1 and back to State1" << std::endl;
+ p.process_event(event2); pstate(p);
+ p.process_event(event6); pstate(p);
+ p.process_event(event1); pstate(p);
+ std::cout << "processing fork to SubFsm2::SubState2, SubFsm2::SubState2b and SubFsm2::SubState2c" << std::endl;
+ p.process_event(event3); pstate(p);
+ p.process_event(event1); pstate(p);
+ std::cout << "processing entry pseudo state" << std::endl;
+ p.process_event(event4); pstate(p);
+ p.process_event(event1); pstate(p);
+ std::cout << "processing entry + exit pseudo state" << std::endl;
+ p.process_event(event4); pstate(p);
+ std::cout << "using exit pseudo state" << std::endl;
+ p.process_event(event5); pstate(p);
+ }
+}
+
+int main()
+{
+ test();
+ return 0;
+}
diff --git a/libs/msm/doc/HTML/examples/DirectEntryTutorial.cpp b/libs/msm/doc/HTML/examples/DirectEntryTutorial.cpp
new file mode 100644
index 0000000000..35bf9fdd22
--- /dev/null
+++ b/libs/msm/doc/HTML/examples/DirectEntryTutorial.cpp
@@ -0,0 +1,221 @@
+// 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 <vector>
+#include <iostream>
+// back-end
+#include <boost/msm/back/state_machine.hpp>
+//front-end
+#include <boost/msm/front/state_machine_def.hpp>
+
+namespace msm = boost::msm;
+namespace mpl = boost::mpl;
+
+namespace
+{
+ // events
+ struct event1 {};
+ struct event2 {};
+ struct event3 {};
+ struct event4 {};
+ struct event5 {};
+ struct event6
+ {
+ event6(){}
+ template <class Event>
+ event6(Event const&){}
+ };
+ // front-end: define the FSM structure
+ struct Fsm_ : public msm::front::state_machine_def<Fsm_>
+ {
+ // The list of FSM states
+ struct State1 : public msm::front::state<>
+ {
+ // every (optional) entry/exit methods get the event passed.
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "entering: State1" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "leaving: State1" << std::endl;}
+ };
+ struct State2 : public msm::front::state<>
+ {
+ // every (optional) entry/exit methods get the event passed.
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "entering: State2" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "leaving: State2" << std::endl;}
+ };
+ struct SubFsm2_ : public msm::front::state_machine_def<SubFsm2_>
+ {
+ typedef msm::back::state_machine<SubFsm2_> SubFsm2;
+
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "entering: SubFsm2" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "leaving: SubFsm2" << std::endl;}
+
+ struct SubState1 : public msm::front::state<>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "entering: SubFsm2::SubState1" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "leaving: SubFsm2::SubState1" << std::endl;}
+ };
+ struct SubState1b : public msm::front::state<>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "entering: SubFsm2::SubState1b" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "leaving: SubFsm2::SubState1b" << std::endl;}
+ };
+ struct SubState2 : public msm::front::state<> , public msm::front::explicit_entry<0>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "entering: SubFsm2::SubState2" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "leaving: SubFsm2::SubState2" << std::endl;}
+ };
+ struct SubState2b : public msm::front::state<> , public msm::front::explicit_entry<1>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "entering: SubFsm2::SubState2b" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "leaving: SubFsm2::SubState2b" << std::endl;}
+ };
+ // test with a pseudo entry
+ struct PseudoEntry1 : public msm::front::entry_pseudo_state<0>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "entering: SubFsm2::PseudoEntry1" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "leaving: SubFsm2::PseudoEntry1" << std::endl;}
+ };
+ struct SubState3 : public msm::front::state<>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "entering: SubFsm2::SubState3" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "leaving: SubFsm2::SubState3" << std::endl;}
+ };
+ struct SubState3b : public msm::front::state<>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "entering: SubFsm2::SubState3b" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "leaving: SubFsm2::SubState3b" << std::endl;}
+ };
+ struct PseudoExit1 : public msm::front::exit_pseudo_state<event6>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "entering: SubFsm2::PseudoExit1" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "leaving: SubFsm2::PseudoExit1" << std::endl;}
+ };
+ // action methods
+ void entry_action(event4 const&)
+ {
+ std::cout << "calling entry_action" << std::endl;
+ }
+ // the initial state. Must be defined
+ typedef mpl::vector<SubState1,SubState1b> initial_state;
+
+ typedef mpl::vector<SubState2b> explicit_creation;
+
+ // Transition table for SubFsm2
+ struct transition_table : mpl::vector<
+ // Start Event Next Action Guard
+ // +--------------+-------------+------------+------------------------+----------------------+
+ a_row < PseudoEntry1 , event4 , SubState3 ,&SubFsm2_::entry_action >,
+ _row < SubState2 , event6 , SubState1 >,
+ _row < SubState3 , event5 , PseudoExit1 >
+ // +--------------+-------------+------------+------------------------+----------------------+
+ > {};
+ // 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<SubFsm2_> SubFsm2;
+
+ // the initial state of the player SM. Must be defined
+ typedef State1 initial_state;
+
+ // transition actions
+ // guard conditions
+
+ // Transition table for Fsm
+ struct transition_table : mpl::vector<
+ // Start Event Next Action Guard
+ // +---------------------+--------+------------------------------------+-------+--------+
+ _row < State1 , event1 , SubFsm2 >,
+ _row < State1 , event2 , SubFsm2::direct<SubFsm2_::SubState2> >,
+ _row < State1 , event3 , mpl::vector<SubFsm2::direct<SubFsm2_::SubState2>,
+ SubFsm2::direct<SubFsm2_::SubState2b> > >,
+ _row < State1 , event4 , SubFsm2::entry_pt
+ <SubFsm2_::PseudoEntry1> >,
+ // +---------------------+--------+------------------------------------+-------+--------+
+ _row < SubFsm2 , event1 , State1 >,
+ _row < SubFsm2::exit_pt
+ <SubFsm2_::PseudoExit1>, event6 , State2 >
+ // +---------------------+--------+------------------------------------+-------+--------+
+ > {};
+
+ // 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<Fsm_> Fsm;
+
+ //
+ // Testing utilities.
+ //
+ static char const* const state_names[] = { "State1", "SubFsm2","State2" };
+ void pstate(Fsm const& p)
+ {
+ std::cout << " -> " << state_names[p.current_state()[0]] << std::endl;
+ }
+
+ void test()
+ {
+ Fsm p;
+ // needed to start the highest-level SM. This will call on_entry and mark the start of the SM
+ p.start();
+ std::cout << "Simply move in and out of the composite, activate init states" << std::endl;
+ p.process_event(event1()); pstate(p);
+ p.process_event(event1()); pstate(p);
+ std::cout << "Direct entry into SubFsm2::SubState2, then transition to SubState1 and back to State1" << std::endl;
+ p.process_event(event2()); pstate(p);
+ p.process_event(event6()); pstate(p);
+ p.process_event(event1()); pstate(p);
+ std::cout << "processing fork to SubFsm2::SubState2 and SubFsm2::SubState2b" << std::endl;
+ p.process_event(event3()); pstate(p);
+ p.process_event(event1()); pstate(p);
+ std::cout << "processing entry pseudo state" << std::endl;
+ p.process_event(event4()); pstate(p);
+ p.process_event(event1()); pstate(p);
+ std::cout << "processing entry + exit pseudo state" << std::endl;
+ p.process_event(event4()); pstate(p);
+ std::cout << "using exit pseudo state" << std::endl;
+ p.process_event(event5()); pstate(p);
+ }
+}
+
+int main()
+{
+ test();
+ return 0;
+}
diff --git a/libs/msm/doc/HTML/examples/EumlInternal.cpp b/libs/msm/doc/HTML/examples/EumlInternal.cpp
new file mode 100644
index 0000000000..407740dbe0
--- /dev/null
+++ b/libs/msm/doc/HTML/examples/EumlInternal.cpp
@@ -0,0 +1,154 @@
+// 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 <vector>
+#include <iostream>
+
+#include <boost/msm/back/state_machine.hpp>
+#include <boost/msm/front/euml/euml.hpp>
+
+using namespace std;
+using namespace boost::msm::front::euml;
+using namespace boost::msm::front;
+namespace msm = boost::msm;
+
+// entry/exit/action/guard logging functors
+#include "logging_functors.h"
+
+namespace // Concrete FSM implementation
+{
+ // events
+ BOOST_MSM_EUML_EVENT(play)
+ BOOST_MSM_EUML_EVENT(end_pause)
+ BOOST_MSM_EUML_EVENT(stop)
+ BOOST_MSM_EUML_EVENT(pause)
+ BOOST_MSM_EUML_EVENT(open_close)
+ BOOST_MSM_EUML_EVENT(internal_event)
+
+ // A "complicated" event type that carries some data.
+ BOOST_MSM_EUML_DECLARE_ATTRIBUTE(std::string,cd_name)
+ BOOST_MSM_EUML_DECLARE_ATTRIBUTE(DiskTypeEnum,cd_type)
+ BOOST_MSM_EUML_ATTRIBUTES((attributes_ << cd_name << cd_type ), cd_detected_attributes)
+ BOOST_MSM_EUML_EVENT_WITH_ATTRIBUTES(cd_detected,cd_detected_attributes)
+
+ // Concrete FSM implementation
+
+ // The list of FSM states
+ BOOST_MSM_EUML_STATE(( Empty_Entry,Empty_Exit ),Empty)
+ BOOST_MSM_EUML_STATE(( Open_Entry,Open_Exit ),Open)
+ BOOST_MSM_EUML_STATE(( Stopped_Entry,Stopped_Exit ),Stopped)
+ BOOST_MSM_EUML_STATE(( Playing_Entry,Playing_Exit ),Playing)
+ // state not needing any entry or exit
+ BOOST_MSM_EUML_STATE((),Paused)
+
+ // guard conditions
+ BOOST_MSM_EUML_ACTION(good_disk_format)
+ {
+ template <class FSM,class EVT,class SourceState,class TargetState>
+ bool operator()(EVT const& evt,FSM&,SourceState& ,TargetState& )
+ {
+ // to test a guard condition, let's say we understand only CDs, not DVD
+ if (evt.get_attribute(cd_type)!=DISK_CD)
+ {
+ std::cout << "wrong disk, sorry" << std::endl;
+ // just for logging, does not block any transition
+ return true;
+ }
+ std::cout << "good disk" << std::endl;
+ return true;
+ }
+ };
+ // replaces the old transition table
+ BOOST_MSM_EUML_TRANSITION_TABLE((
+ Playing == Stopped + play / start_playback ,
+ Playing == Paused + end_pause / resume_playback,
+ // +------------------------------------------------------------------------------+
+ Empty == Open + open_close / close_drawer,
+ // +------------------------------------------------------------------------------+
+ Open == Empty + open_close / open_drawer,
+ Open == Paused + open_close / stop_and_open,
+ Open == Stopped + open_close / open_drawer,
+ Open == Playing + open_close / stop_and_open,
+ Open + open_close [internal_guard1] / internal_action1,
+ Open + open_close [internal_guard2] / internal_action2,
+ Open + internal_event / internal_action ,
+ // +------------------------------------------------------------------------------+
+ Paused == Playing + pause / pause_playback,
+ // +------------------------------------------------------------------------------+
+ Stopped == Playing + stop / stop_playback,
+ Stopped == Paused + stop / stop_playback,
+ Stopped == Empty + cd_detected [good_disk_format&&
+ (event_(cd_type)==Int_<DISK_CD>())]
+ / (store_cd_info,process_(play)),
+ Stopped == Stopped + stop
+ // +------------------------------------------------------------------------------+
+ ),transition_table)
+
+
+ // create a state machine "on the fly"
+ BOOST_MSM_EUML_DECLARE_STATE_MACHINE(( transition_table, //STT
+ init_ << Empty, // Init State
+ no_action, // Entry
+ no_action, // Exit
+ attributes_ << no_attributes_, // Attributes
+ configure_ << no_configure_, // configuration
+ Log_No_Transition // no_transition handler
+ ),
+ player_) //fsm name
+ // choice of back-end
+ typedef msm::back::state_machine<player_> player;
+
+ //
+ // Testing utilities.
+ //
+ static char const* const state_names[] = { "Stopped", "Paused", "Open", "Empty", "Playing" };
+ void pstate(player const& p)
+ {
+ std::cout << " -> " << state_names[p.current_state()[0]] << std::endl;
+ }
+
+ void test()
+ {
+ player p;
+ // needed to start the highest-level SM. This will call on_entry and mark the start of the SM
+ p.start();
+ // go to Open, call on_exit on Empty, then action, then on_entry on Open
+ p.process_event(open_close); pstate(p);
+ std::cout << "sending internal event (not rejected)" << std::endl;
+ p.process_event(internal_event);
+ std::cout << "sending open_close event. Conflict with internal transitions (rejecting event)" << std::endl;
+ p.process_event(open_close); pstate(p);
+ // will be rejected, wrong disk type
+ p.process_event(
+ cd_detected("louie, louie",DISK_DVD)); pstate(p);
+ p.process_event(
+ cd_detected("louie, louie",DISK_CD)); pstate(p);
+ // no need to call play() as the previous event does it in its action method
+ //p.process_event(play);
+
+ // at this point, Play is active
+ p.process_event(pause); pstate(p);
+ // go back to Playing
+ p.process_event(end_pause); pstate(p);
+ p.process_event(pause); pstate(p);
+ p.process_event(stop); pstate(p);
+ // event leading to the same state
+ // no action method called as none is defined in the transition table
+ p.process_event(stop); pstate(p);
+ // test call to no_transition
+ p.process_event(pause); pstate(p);
+ }
+}
+
+int main()
+{
+ test();
+ return 0;
+}
diff --git a/libs/msm/doc/HTML/examples/EumlInternalDistributed.cpp b/libs/msm/doc/HTML/examples/EumlInternalDistributed.cpp
new file mode 100644
index 0000000000..c7371dfc50
--- /dev/null
+++ b/libs/msm/doc/HTML/examples/EumlInternalDistributed.cpp
@@ -0,0 +1,218 @@
+// 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 <vector>
+#include <iostream>
+
+#include <boost/msm/back/state_machine.hpp>
+#include <boost/msm/front/euml/euml.hpp>
+
+using namespace std;
+using namespace boost::msm::front::euml;
+using namespace boost::msm::front;
+namespace msm = boost::msm;
+
+// entry/exit/action/guard logging functors
+#include "logging_functors.h"
+
+namespace // Concrete FSM implementation
+{
+ // events
+ // note that unlike the SimpleTutorial, events must derive from euml_event.
+ BOOST_MSM_EUML_EVENT(play)
+ BOOST_MSM_EUML_EVENT(end_pause)
+ BOOST_MSM_EUML_EVENT(stop)
+ BOOST_MSM_EUML_EVENT(pause)
+ BOOST_MSM_EUML_EVENT(open_close)
+ BOOST_MSM_EUML_EVENT(internal_event)
+ BOOST_MSM_EUML_EVENT(next_song)
+ BOOST_MSM_EUML_EVENT(previous_song)
+
+ // A "complicated" event type that carries some data.
+ BOOST_MSM_EUML_DECLARE_ATTRIBUTE(std::string,cd_name)
+ BOOST_MSM_EUML_DECLARE_ATTRIBUTE(DiskTypeEnum,cd_type)
+ BOOST_MSM_EUML_ATTRIBUTES((attributes_ << cd_name << cd_type ), cd_detected_attributes)
+ BOOST_MSM_EUML_EVENT_WITH_ATTRIBUTES(cd_detected,cd_detected_attributes)
+
+ // Concrete FSM implementation
+
+ // The list of FSM states
+ BOOST_MSM_EUML_STATE(( Empty_Entry,Empty_Exit ),Empty)
+
+ // we just declare a state type but do not create any instance as we want to inherit from this type
+ BOOST_MSM_EUML_DECLARE_STATE((Open_Entry,Open_Exit),Open_def)
+ // derive to be able to add an internal transition table
+ struct Open_impl : public Open_def
+ {
+ BOOST_MSM_EUML_DECLARE_INTERNAL_TRANSITION_TABLE((
+ open_close [internal_guard1] / internal_action1 ,
+ open_close [internal_guard2] / internal_action2 ,
+ internal_event / internal_action
+ ))
+ };
+ // declare an instance for the stt as we are manually declaring a state
+ Open_impl const Open;
+ BOOST_MSM_EUML_STATE(( Stopped_Entry,Stopped_Exit ),Stopped)
+
+ // Playing is a state machine itself.
+ // It has 3 substates
+ BOOST_MSM_EUML_STATE(( Song1_Entry,Song1_Exit ),Song1)
+ BOOST_MSM_EUML_STATE(( Song2_Entry,Song2_Exit ),Song2)
+ BOOST_MSM_EUML_STATE(( Song3_Entry,Song3_Exit ),Song3)
+
+ // Playing has a transition table
+ BOOST_MSM_EUML_TRANSITION_TABLE((
+ // +------------------------------------------------------------------------------+
+ Song2 == Song1 + next_song / start_next_song,
+ Song1 == Song2 + previous_song / start_prev_song,
+ Song3 == Song2 + next_song / start_next_song,
+ Song2 == Song3 + previous_song / start_prev_song
+ // +------------------------------------------------------------------------------+
+ ),playing_transition_table )
+
+ BOOST_MSM_EUML_DECLARE_STATE_MACHINE( (playing_transition_table, //STT
+ init_ << Song1 // Init State
+ ),Playing_def)
+
+ // some action for the internal transition
+ BOOST_MSM_EUML_ACTION(playing_internal_action)
+ {
+ template <class FSM,class EVT,class SourceState,class TargetState>
+ void operator()(EVT const&, FSM& ,SourceState& ,TargetState& )
+ {
+ cout << "Playing::internal action" << endl;
+ }
+ };
+ // derive to be able to add an internal transition table
+ struct Playing_ : public Playing_def
+ {
+ BOOST_MSM_EUML_DECLARE_INTERNAL_TRANSITION_TABLE((
+ internal_event / playing_internal_action
+ ))
+ };
+ // choice of back-end
+ typedef msm::back::state_machine<Playing_> Playing_type;
+ Playing_type const Playing;
+
+
+ // state not needing any entry or exit
+ BOOST_MSM_EUML_STATE((),Paused)
+
+ // guard conditions
+ BOOST_MSM_EUML_ACTION(good_disk_format)
+ {
+ template <class FSM,class EVT,class SourceState,class TargetState>
+ bool operator()(EVT const& evt,FSM&,SourceState& ,TargetState& )
+ {
+ // to test a guard condition, let's say we understand only CDs, not DVD
+ if (evt.get_attribute(cd_type)!=DISK_CD)
+ {
+ std::cout << "wrong disk, sorry" << std::endl;
+ // just for logging, does not block any transition
+ return true;
+ }
+ std::cout << "good disk" << std::endl;
+ return true;
+ }
+ };
+ // replaces the old transition table
+ BOOST_MSM_EUML_TRANSITION_TABLE((
+ Stopped + play / 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&&(event_(cd_type)==Int_<DISK_CD>())]
+ / (store_cd_info,process_(play))
+ == Stopped ,
+ // +------------------------------------------------------------------------------+
+ Playing + stop / stop_playback == Stopped ,
+ Playing + pause / pause_playback == Paused ,
+ Playing + open_close / stop_and_open == Open ,
+ // +------------------------------------------------------------------------------+
+ Paused + end_pause / resume_playback == Playing ,
+ Paused + stop / stop_playback == Stopped ,
+ Paused + open_close / stop_and_open == Open
+ // +------------------------------------------------------------------------------+
+ ),transition_table)
+
+
+
+ // create a state machine "on the fly"
+ BOOST_MSM_EUML_DECLARE_STATE_MACHINE(( transition_table, //STT
+ init_ << Empty, // Init State
+ no_action, // Entry
+ no_action, // Exit
+ attributes_ << no_attributes_, // Attributes
+ configure_ << no_configure_, // configuration
+ Log_No_Transition // no_transition handler
+ ),
+ player_) //fsm name
+
+ // choice of back-end
+ 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;
+ }
+
+ void test()
+ {
+ player p;
+ // needed to start the highest-level SM. This will call on_entry and mark the start of the SM
+ p.start();
+ // go to Open, call on_exit on Empty, then action, then on_entry on Open
+ p.process_event(open_close); pstate(p);
+ std::cout << "sending internal event (not rejected)" << std::endl;
+ p.process_event(internal_event);
+ std::cout << "sending open_close event. Conflict with internal transitions (rejecting event)" << std::endl;
+ p.process_event(open_close); pstate(p);
+ // will be rejected, wrong disk type
+ p.process_event(
+ cd_detected("louie, louie",DISK_DVD)); pstate(p);
+ p.process_event(
+ cd_detected("louie, louie",DISK_CD)); pstate(p);
+ // no need to call play as the previous event does it in its action method
+ //p.process_event(play);
+ // at this point, Play is active
+ // make transition happen inside it. Player has no idea about this event but it's ok.
+ p.process_event(next_song);pstate(p); //2nd song active
+ p.process_event(next_song);pstate(p);//3rd song active
+ p.process_event(previous_song);pstate(p);//2nd song active
+ // event handled internally in Playing, without region checking
+ std::cout << "sending internal event (not rejected)" << std::endl;
+ p.process_event(internal_event);
+
+ p.process_event(pause); pstate(p);
+ // go back to Playing
+ p.process_event(end_pause); pstate(p);
+ p.process_event(pause); pstate(p);
+ p.process_event(stop); pstate(p);
+ // event leading to the same state
+ // no action method called as none is defined in the transition table
+ p.process_event(stop); pstate(p);
+ // test call to no_transition
+ p.process_event(pause); pstate(p);
+ }
+}
+
+int main()
+{
+ test();
+ return 0;
+}
diff --git a/libs/msm/doc/HTML/examples/EumlSimple.cpp b/libs/msm/doc/HTML/examples/EumlSimple.cpp
new file mode 100644
index 0000000000..38eebd04fb
--- /dev/null
+++ b/libs/msm/doc/HTML/examples/EumlSimple.cpp
@@ -0,0 +1,222 @@
+// 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 "stdafx.h"
+
+#include <boost/msm/back/state_machine.hpp>
+#include <boost/msm/front/state_machine_def.hpp>
+#include <boost/msm/front/euml/euml.hpp>
+#include <boost/msm/front/euml/stl.hpp>
+
+namespace msm = boost::msm;
+namespace mpl = boost::mpl;
+using namespace boost::msm::front::euml;
+
+#include <iostream>
+#ifdef WIN32
+#include "windows.h"
+#else
+#include <sys/time.h>
+#endif
+
+namespace // Concrete FSM implementation
+{
+ // events
+ BOOST_MSM_EUML_EVENT(play)
+ BOOST_MSM_EUML_EVENT(end_pause)
+ BOOST_MSM_EUML_EVENT(stop)
+ BOOST_MSM_EUML_EVENT(pause)
+ BOOST_MSM_EUML_EVENT(open_close)
+ BOOST_MSM_EUML_EVENT(cd_detected)
+
+ BOOST_MSM_EUML_ACTION(start_playback)
+ {
+ template <class FSM,class EVT,class SourceState,class TargetState>
+ void operator()(EVT const& ,FSM&,SourceState& ,TargetState& )
+ {
+ }
+ };
+ BOOST_MSM_EUML_ACTION(open_drawer)
+ {
+ template <class FSM,class EVT,class SourceState,class TargetState>
+ void operator()(EVT const& ,FSM&,SourceState& ,TargetState& )
+ {
+ }
+ };
+ BOOST_MSM_EUML_ACTION(close_drawer)
+ {
+ template <class FSM,class EVT,class SourceState,class TargetState>
+ void operator()(EVT const& ,FSM&,SourceState& ,TargetState& )
+ {
+ }
+ };
+ BOOST_MSM_EUML_ACTION(store_cd_info)
+ {
+ template <class FSM,class EVT,class SourceState,class TargetState>
+ void operator()(EVT const&, FSM& fsm ,SourceState& ,TargetState& )
+ {
+ }
+ };
+ BOOST_MSM_EUML_ACTION(stop_playback)
+ {
+ template <class FSM,class EVT,class SourceState,class TargetState>
+ void operator()(EVT const& ,FSM&,SourceState& ,TargetState& )
+ {
+ }
+ };
+ BOOST_MSM_EUML_ACTION(pause_playback)
+ {
+ template <class FSM,class EVT,class SourceState,class TargetState>
+ void operator()(EVT const& ,FSM&,SourceState& ,TargetState& )
+ {
+ }
+ };
+ BOOST_MSM_EUML_ACTION(resume_playback)
+ {
+ template <class FSM,class EVT,class SourceState,class TargetState>
+ void operator()(EVT const& ,FSM&,SourceState& ,TargetState& )
+ {
+ }
+ };
+ BOOST_MSM_EUML_ACTION(stop_and_open)
+ {
+ template <class FSM,class EVT,class SourceState,class TargetState>
+ void operator()(EVT const& ,FSM&,SourceState& ,TargetState& )
+ {
+ }
+ };
+ BOOST_MSM_EUML_ACTION(stopped_again)
+ {
+ template <class FSM,class EVT,class SourceState,class TargetState>
+ void operator()(EVT const& ,FSM&,SourceState& ,TargetState& )
+ {
+ }
+ };
+
+ // The list of FSM states
+ BOOST_MSM_EUML_STATE((),Empty)
+ BOOST_MSM_EUML_STATE((),Open)
+ BOOST_MSM_EUML_STATE((),Stopped)
+ BOOST_MSM_EUML_STATE((),Playing)
+ BOOST_MSM_EUML_STATE((),Paused)
+
+ // replaces the old transition table
+ BOOST_MSM_EUML_TRANSITION_TABLE((
+ Playing == Stopped + play / start_playback ,
+ Playing == Paused + end_pause / resume_playback ,
+ // +------------------------------------------------------------------------------+
+ Empty == Open + open_close / close_drawer ,
+ // +------------------------------------------------------------------------------+
+ Open == Empty + open_close / open_drawer ,
+ Open == Paused + open_close / stop_and_open ,
+ Open == Stopped + open_close / open_drawer ,
+ Open == Playing + open_close / stop_and_open ,
+ // +------------------------------------------------------------------------------+
+ Paused == Playing + pause / pause_playback ,
+ // +------------------------------------------------------------------------------+
+ Stopped == Playing + stop / stop_playback ,
+ Stopped == Paused + stop / stop_playback ,
+ Stopped == Empty + cd_detected / store_cd_info ,
+ Stopped == Stopped + stop / stopped_again
+ // +------------------------------------------------------------------------------+
+ ),transition_table)
+
+ BOOST_MSM_EUML_ACTION(Log_No_Transition)
+ {
+ template <class FSM,class Event>
+ void operator()(Event const& e,FSM&,int state)
+ {
+ std::cout << "no transition from state " << state
+ << " on event " << typeid(e).name() << std::endl;
+ }
+ };
+
+ // create a state machine "on the fly"
+ BOOST_MSM_EUML_DECLARE_STATE_MACHINE(( transition_table, //STT
+ init_ << Empty, // Init State
+ no_action, // Entry
+ no_action, // Exit
+ attributes_ << no_attributes_, // Attributes
+ configure_ << no_exception << no_msg_queue, // configuration
+ Log_No_Transition // no_transition handler
+ ),
+ player_) //fsm name
+
+ 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
+
+ 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(open_close);
+ p2.process_event(open_close);
+ p2.process_event(cd_detected);
+ p2.process_event(play);
+ p2.process_event(pause);
+ // go back to Playing
+ p2.process_event(end_pause);
+ p2.process_event(pause);
+ p2.process_event(stop);
+ // event leading to the same state
+ p2.process_event(stop);
+ p2.process_event(open_close);
+ p2.process_event(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;
+}
+
diff --git a/libs/msm/doc/HTML/examples/ExampleCircularBuffer.cpp b/libs/msm/doc/HTML/examples/ExampleCircularBuffer.cpp
new file mode 100644
index 0000000000..68a5b0a38f
--- /dev/null
+++ b/libs/msm/doc/HTML/examples/ExampleCircularBuffer.cpp
@@ -0,0 +1,299 @@
+#include <vector>
+#include <iostream>
+// back-end
+#include <boost/msm/back/state_machine.hpp>
+// header for support of circular_buffer
+#include <boost/msm/back/queue_container_circular.hpp>
+//front-end
+#include <boost/msm/front/state_machine_def.hpp>
+// functors
+#include <boost/msm/front/functor_row.hpp>
+#include <boost/msm/front/euml/common.hpp>
+// for And_ operator
+#include <boost/msm/front/euml/operator.hpp>
+
+using namespace std;
+namespace msm = boost::msm;
+namespace mpl = boost::mpl;
+using namespace msm::front;
+// for And_ operator
+using namespace msm::front::euml;
+
+namespace // Concrete FSM implementation
+{
+ // events
+ struct play {};
+ struct end_pause {};
+ struct stop {};
+ struct pause {};
+ struct open_close {};
+
+ // A "complicated" event type that carries some data.
+ enum DiskTypeEnum
+ {
+ DISK_CD=0,
+ DISK_DVD=1
+ };
+ struct cd_detected
+ {
+ cd_detected(std::string name, DiskTypeEnum diskType)
+ : name(name),
+ disc_type(diskType)
+ {}
+
+ std::string name;
+ DiskTypeEnum disc_type;
+ };
+
+ // front-end: define the FSM structure
+ struct player_ : public msm::front::state_machine_def<player_>
+ {
+ // The list of FSM states
+ struct Empty : public msm::front::state<>
+ {
+ // every (optional) entry/exit methods get the event passed.
+ 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<>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "entering: Playing" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "leaving: Playing" << std::endl;}
+ };
+
+ // state not defining any entry or exit
+ struct Paused : public msm::front::state<>
+ {
+ };
+
+ // the initial state of the player SM. Must be defined
+ typedef Empty initial_state;
+
+ // transition actions
+ // as the functors are generic on events, fsm and source/target state,
+ // you can reuse them in another machine if you wish
+ struct TestFct
+ {
+ template <class EVT,class FSM,class SourceState,class TargetState>
+ void operator()(EVT const&, FSM&,SourceState& ,TargetState& )
+ {
+ cout << "transition with event:" << typeid(EVT).name() << endl;
+ }
+ };
+ struct start_playback
+ {
+ template <class EVT,class FSM,class SourceState,class TargetState>
+ void operator()(EVT const& ,FSM& ,SourceState& ,TargetState& )
+ {
+ cout << "player::start_playback" << endl;
+ }
+ };
+ struct open_drawer
+ {
+ template <class EVT,class FSM,class SourceState,class TargetState>
+ void operator()(EVT const& ,FSM& ,SourceState& ,TargetState& )
+ {
+ cout << "player::open_drawer" << endl;
+ }
+ };
+ struct close_drawer
+ {
+ template <class EVT,class FSM,class SourceState,class TargetState>
+ void operator()(EVT const& ,FSM& ,SourceState& ,TargetState& )
+ {
+ cout << "player::close_drawer" << endl;
+ }
+ };
+ struct store_cd_info
+ {
+ template <class EVT,class FSM,class SourceState,class TargetState>
+ void operator()(EVT const&,FSM& fsm ,SourceState& ,TargetState& )
+ {
+ cout << "player::store_cd_info" << endl;
+ fsm.process_event(play());
+ }
+ };
+ struct stop_playback
+ {
+ template <class EVT,class FSM,class SourceState,class TargetState>
+ void operator()(EVT const& ,FSM& ,SourceState& ,TargetState& )
+ {
+ cout << "player::stop_playback" << endl;
+ }
+ };
+ struct pause_playback
+ {
+ template <class EVT,class FSM,class SourceState,class TargetState>
+ void operator()(EVT const& ,FSM& ,SourceState& ,TargetState& )
+ {
+ cout << "player::pause_playback" << endl;
+ }
+ };
+ struct resume_playback
+ {
+ template <class EVT,class FSM,class SourceState,class TargetState>
+ void operator()(EVT const& ,FSM& ,SourceState& ,TargetState& )
+ {
+ cout << "player::resume_playback" << endl;
+ }
+ };
+ struct stop_and_open
+ {
+ template <class EVT,class FSM,class SourceState,class TargetState>
+ void operator()(EVT const& ,FSM& ,SourceState& ,TargetState& )
+ {
+ cout << "player::stop_and_open" << endl;
+ }
+ };
+ struct stopped_again
+ {
+ template <class EVT,class FSM,class SourceState,class TargetState>
+ void operator()(EVT const& ,FSM& ,SourceState& ,TargetState& )
+ {
+ cout << "player::stopped_again" << endl;
+ }
+ };
+ // guard conditions
+ struct DummyGuard
+ {
+ template <class EVT,class FSM,class SourceState,class TargetState>
+ bool operator()(EVT const& evt,FSM& fsm,SourceState& src,TargetState& tgt)
+ {
+ return true;
+ }
+ };
+ struct good_disk_format
+ {
+ template <class EVT,class FSM,class SourceState,class TargetState>
+ bool operator()(EVT const& evt ,FSM&,SourceState& ,TargetState& )
+ {
+ // to test a guard condition, let's say we understand only CDs, not DVD
+ if (evt.disc_type != DISK_CD)
+ {
+ std::cout << "wrong disk, sorry" << std::endl;
+ return false;
+ }
+ return true;
+ }
+ };
+ struct always_true
+ {
+ template <class EVT,class FSM,class SourceState,class TargetState>
+ bool operator()(EVT const& evt ,FSM&,SourceState& ,TargetState& )
+ {
+ return true;
+ }
+ };
+ // we want to define one row with the classic look.
+ bool auto_start(cd_detected const& evt)
+ {
+ return false;
+ }
+
+ typedef player_ p; // makes transition table cleaner
+
+ // Transition table for player
+ struct transition_table : mpl::vector<
+ // Start Event Next Action Guard
+ // +---------+-------------+---------+---------------------------+----------------------+
+ Row < Stopped , play , Playing , ActionSequence_
+ <mpl::vector<
+ TestFct,start_playback> >
+ , DummyGuard >,
+ Row < Stopped , open_close , Open , open_drawer , none >,
+ Row < Stopped , stop , Stopped , none , none >,
+ // +---------+-------------+---------+---------------------------+----------------------+
+ Row < Open , open_close , Empty , close_drawer , none >,
+ // +---------+-------------+---------+---------------------------+----------------------+
+ Row < Empty , open_close , Open , open_drawer , none >,
+ Row < Empty , cd_detected , Stopped , store_cd_info , And_<good_disk_format,
+ always_true> >,
+ // we here also mix with some "classical row"
+ g_row < Empty , cd_detected , Playing , &p::auto_start >,
+ // +---------+-------------+---------+---------------------------+----------------------+
+ Row < Playing , stop , Stopped , stop_playback , none >,
+ Row < Playing , pause , Paused , pause_playback , none >,
+ Row < Playing , open_close , Open , stop_and_open , none >,
+ // +---------+-------------+---------+---------------------------+----------------------+
+ Row < Paused , end_pause , Playing , resume_playback , none >,
+ Row < Paused , stop , Stopped , stop_playback , none >,
+ Row < Paused , open_close , Open , stop_and_open , none >
+ // +---------+-------------+---------+---------------------------+----------------------+
+ > {};
+ // 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;
+ }
+ };
+ // Pick a back-end
+ typedef msm::back::state_machine<player_, msm::back::queue_container_circular> 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;
+ }
+
+ void test()
+ {
+ player p;
+ // we get the message queue and limit it to capacity 1
+ // get_message_queue returns the queue container (in this case circular_buffer)
+ p.get_message_queue().set_capacity(1);
+ // needed to start the highest-level SM. This will call on_entry and mark the start of the SM
+ p.start();
+ // go to Open, call on_exit on Empty, then action, then on_entry on Open
+ p.process_event(open_close()); pstate(p);
+ p.process_event(open_close()); pstate(p);
+ // will be rejected, wrong disk type
+ p.process_event(
+ cd_detected("louie, louie",DISK_DVD)); pstate(p);
+ p.process_event(
+ cd_detected("louie, louie",DISK_CD)); pstate(p);
+ // no need to call play() as the previous event does it in its action method
+ //p.process_event(play());
+
+ // at this point, Play is active
+ p.process_event(pause()); pstate(p);
+ // go back to Playing
+ p.process_event(end_pause()); pstate(p);
+ p.process_event(pause()); pstate(p);
+ p.process_event(stop()); pstate(p);
+ // event leading to the same state
+ // no action method called as it is not present in the transition table
+ p.process_event(stop()); pstate(p);
+ }
+}
+
+int main()
+{
+ test();
+ return 0;
+}
diff --git a/libs/msm/doc/HTML/examples/Flags.cpp b/libs/msm/doc/HTML/examples/Flags.cpp
new file mode 100644
index 0000000000..5226bcc43a
--- /dev/null
+++ b/libs/msm/doc/HTML/examples/Flags.cpp
@@ -0,0 +1,254 @@
+// 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 <iostream>
+// back-end
+#include <boost/msm/back/state_machine.hpp>
+//front-end
+#include <boost/msm/front/state_machine_def.hpp>
+
+namespace msm = boost::msm;
+namespace mpl = boost::mpl;
+
+namespace // Concrete FSM implementation
+{
+ // events
+ struct play {};
+ struct end_pause {};
+ struct stop {};
+ struct pause {};
+ struct open_close {};
+ struct NextSong {};
+ struct PreviousSong {};
+
+ // Flags. Allow information about a property of the current state
+ struct PlayingPaused{};
+ struct CDLoaded {};
+ struct FirstSongPlaying {};
+
+ // A "complicated" event type that carries some data.
+ struct cd_detected
+ {
+ cd_detected(std::string name)
+ : name(name)
+ {}
+
+ std::string name;
+ };
+
+ // front-end: define the FSM structure
+ struct player_ : public msm::front::state_machine_def<player_>
+ {
+ // The list of FSM states
+ struct Empty : public msm::front::state<>
+ {
+ // every (optional) entry/exit methods get the event passed.
+ 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<>
+ {
+ typedef mpl::vector1<CDLoaded> flag_list;
+ 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
+ typedef mpl::vector1<CDLoaded> flag_list;
+ 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;}
+ };
+
+ // the player state machine contains a state which is himself a state machine
+ // as you see, no need to declare it anywhere so Playing can be developed separately
+ // by another team in another module. For simplicity I just declare it inside player
+ struct Playing_ : public msm::front::state_machine_def<Playing_>
+ {
+ // when playing, the CD is loaded and we are in either pause or playing (duh)
+ typedef mpl::vector2<PlayingPaused,CDLoaded> flag_list;
+
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "entering: Playing" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "leaving: Playing" << std::endl;}
+
+ // The list of FSM states
+ struct Song1 : public msm::front::state<>
+ {
+ typedef mpl::vector1<FirstSongPlaying> flag_list;
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "starting: First song" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "finishing: First Song" << std::endl;}
+
+ };
+ struct Song2 : public msm::front::state<>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "starting: Second song" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "finishing: Second Song" << std::endl;}
+ };
+ struct Song3 : public msm::front::state<>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "starting: Third song" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "finishing: Third Song" << std::endl;}
+ };
+ // 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;
+ }
+ };
+ // back-end
+ typedef msm::back::state_machine<Playing_> Playing;
+
+ // state not defining any entry or exit
+ struct Paused : public msm::front::state<>
+ {
+ typedef mpl::vector2<PlayingPaused,CDLoaded> flag_list;
+ };
+
+ // the initial state of the player SM. Must be defined
+ typedef Empty initial_state;
+
+ // transition actions
+ void start_playback(play const&) { std::cout << "player::start_playback\n"; }
+ void open_drawer(open_close const&) { std::cout << "player::open_drawer\n"; }
+ void close_drawer(open_close const&) { std::cout << "player::close_drawer\n"; }
+ void store_cd_info(cd_detected const& cd) {std::cout << "player::store_cd_info\n";}
+ void stop_playback(stop const&) { std::cout << "player::stop_playback\n"; }
+ void pause_playback(pause const&) { std::cout << "player::pause_playback\n"; }
+ void resume_playback(end_pause const&) { std::cout << "player::resume_playback\n"; }
+ void stop_and_open(open_close const&) { std::cout << "player::stop_and_open\n"; }
+ void stopped_again(stop const&){std::cout << "player::stopped_again\n";}
+ // 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;
+ }
+ };
+ // Pick a back-end
+ 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;
+ }
+
+ void test()
+ {
+ player p;
+
+ // needed to start the highest-level SM. This will call on_entry and mark the start of the SM
+ p.start();
+ // tests some flags
+ std::cout << "CDLoaded active:" << std::boolalpha << p.is_flag_active<CDLoaded>() << std::endl; //=> false (no CD yet)
+ // go to Open, call on_exit on Empty, then action, then on_entry on Open
+ p.process_event(open_close()); pstate(p);
+ p.process_event(open_close()); pstate(p);
+ p.process_event(cd_detected("louie, louie"));
+ p.process_event(play());
+
+ // at this point, Play is active
+ std::cout << "PlayingPaused active:" << std::boolalpha << p.is_flag_active<PlayingPaused>() << std::endl;//=> true
+ std::cout << "FirstSong active:" << std::boolalpha << p.is_flag_active<FirstSongPlaying>() << std::endl;//=> true
+
+ // make transition happen inside it. Player has no idea about this event but it's ok.
+ p.process_event(NextSong());pstate(p); //2nd song active
+ p.process_event(NextSong());pstate(p);//3rd song active
+ p.process_event(PreviousSong());pstate(p);//2nd song active
+ std::cout << "FirstSong active:" << std::boolalpha << p.is_flag_active<FirstSongPlaying>() << std::endl;//=> false
+
+ std::cout << "PlayingPaused active:" << std::boolalpha << p.is_flag_active<PlayingPaused>() << std::endl;//=> true
+ p.process_event(pause()); pstate(p);
+ std::cout << "PlayingPaused active:" << std::boolalpha << p.is_flag_active<PlayingPaused>() << std::endl;//=> true
+ // go back to Playing
+ // as you see, it starts back from the original state
+ p.process_event(end_pause()); pstate(p);
+ p.process_event(pause()); pstate(p);
+ p.process_event(stop()); pstate(p);
+ std::cout << "PlayingPaused active:" << std::boolalpha << p.is_flag_active<PlayingPaused>() << std::endl;//=> false
+ std::cout << "CDLoaded active:" << std::boolalpha << p.is_flag_active<CDLoaded>() << std::endl;//=> true
+
+ // event leading to the same state
+ p.process_event(stop()); pstate(p);
+ }
+}
+
+int main()
+{
+ test();
+ return 0;
+}
diff --git a/libs/msm/doc/HTML/examples/FsmAsPtr.cpp b/libs/msm/doc/HTML/examples/FsmAsPtr.cpp
new file mode 100644
index 0000000000..594c331386
--- /dev/null
+++ b/libs/msm/doc/HTML/examples/FsmAsPtr.cpp
@@ -0,0 +1,169 @@
+// 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 "FsmAsPtr.h"
+
+#include <boost/msm/back/state_machine.hpp>
+#include <boost/msm/front/euml/euml.hpp>
+
+// cpp: using directives are okay
+using namespace std;
+using namespace boost::msm::front::euml;
+namespace msm = boost::msm;
+
+// entry/exit/action/guard logging functors
+#include "logging_functors.h"
+
+namespace
+{
+ // events
+ BOOST_MSM_EUML_EVENT(play)
+ BOOST_MSM_EUML_EVENT(end_pause)
+ BOOST_MSM_EUML_EVENT(stop)
+ BOOST_MSM_EUML_EVENT(pause)
+ BOOST_MSM_EUML_EVENT(open_close)
+ BOOST_MSM_EUML_EVENT(cd_detected)
+
+ // Concrete FSM implementation
+ // The list of FSM states
+ // state not needing any entry or exit
+ BOOST_MSM_EUML_STATE((),Paused)
+
+ // it is also possible to define a state which you can implement normally
+ // just make it a state, as usual, and also a grammar terminal, euml_state
+ struct Empty_impl : public msm::front::state<> , public euml_state<Empty_impl>
+ {
+ // this allows us to add some functions
+ void activate_empty() {std::cout << "switching to Empty " << std::endl;}
+ // standard entry behavior
+ template <class Event,class FSM>
+ void on_entry(Event const& evt,FSM& fsm)
+ {
+ std::cout << "entering: Empty" << std::endl;
+ }
+ template <class Event,class FSM>
+ void on_exit(Event const& evt,FSM& fsm)
+ {
+ std::cout << "leaving: Empty" << std::endl;
+ }
+ };
+ //instance for use in the transition table
+ Empty_impl const Empty;
+
+ // create a functor and a eUML function for the activate_empty method from Entry
+ BOOST_MSM_EUML_METHOD(ActivateEmpty_ , activate_empty , activate_empty_ , void , void )
+
+ // define more states
+ BOOST_MSM_EUML_STATE(( Open_Entry,Open_Exit ),Open)
+ BOOST_MSM_EUML_STATE(( Stopped_Entry,Stopped_Exit ),Stopped)
+ BOOST_MSM_EUML_STATE(( Playing_Entry,Playing_Exit ),Playing)
+
+ // it is also possible to use a plain functor, with default-constructor in the transition table
+ struct start_play
+ {
+ template <class FSM,class EVT,class SourceState,class TargetState>
+ void operator()(EVT const& ,FSM&,SourceState& ,TargetState& )
+ {
+ cout << "player::start_play" << endl;
+ }
+ };
+ // replaces the old transition table
+ BOOST_MSM_EUML_TRANSITION_TABLE((
+ Playing == Stopped + play / start_play() ,
+ Playing == Paused + end_pause / resume_playback,
+ // +------------------------------------------------------------------------------+
+ Empty == Open + open_close / (close_drawer,activate_empty_(target_)),
+ // +------------------------------------------------------------------------------+
+ Open == Empty + open_close / open_drawer,
+ Open == Paused + open_close / stop_and_open,
+ Open == Stopped + open_close / open_drawer,
+ Open == Playing + open_close / stop_and_open,
+ // +------------------------------------------------------------------------------+
+ Paused == Playing + pause / pause_playback,
+ // +------------------------------------------------------------------------------+
+ Stopped == Playing + stop / stop_playback,
+ Stopped == Paused + stop / stop_playback,
+ Stopped == Empty + cd_detected / (store_cd_info,process_(play)),
+ Stopped == Stopped + stop
+ // +------------------------------------------------------------------------------+
+ ),transition_table)
+
+ // create a state machine "on the fly"
+ BOOST_MSM_EUML_DECLARE_STATE_MACHINE(( transition_table, //STT
+ init_ << Empty, // Init State
+ no_action, // Entry
+ no_action, // Exit
+ attributes_ << no_attributes_, // Attributes
+ configure_ << no_configure_, // configuration
+ Log_No_Transition // no_transition handler
+ ),
+ my_machine_impl_) //fsm name
+
+
+ // choice of back-end
+ typedef msm::back::state_machine<my_machine_impl_> my_machine_impl;
+}
+player::player()
+: fsm_(new my_machine_impl)
+{
+ boost::static_pointer_cast<my_machine_impl>(fsm_)->start();
+}
+
+void player::do_play()
+{
+ boost::static_pointer_cast<my_machine_impl>(fsm_)->process_event(play);
+}
+void player::do_pause()
+{
+ boost::static_pointer_cast<my_machine_impl>(fsm_)->process_event(pause);
+}
+void player::do_open_close()
+{
+ boost::static_pointer_cast<my_machine_impl>(fsm_)->process_event(open_close);
+}
+void player::do_end_pause()
+{
+ boost::static_pointer_cast<my_machine_impl>(fsm_)->process_event(end_pause);
+}
+void player::do_stop()
+{
+ boost::static_pointer_cast<my_machine_impl>(fsm_)->process_event(stop);
+}
+void player::do_cd_detected()
+{
+ boost::static_pointer_cast<my_machine_impl>(fsm_)->process_event(cd_detected);
+}
+
+
+int main()
+{
+ player p;
+ // note that we write open_close and not open_close(), like usual. Both are possible with eUML, but
+ // you now have less to type.
+ // go to Open, call on_exit on Empty, then action, then on_entry on Open
+ p.do_open_close();
+ p.do_open_close();
+ p.do_cd_detected();
+ // no need to call play as the previous event does it in its action method
+
+ // at this point, Play is active
+ p.do_pause();
+ // go back to Playing
+ p.do_end_pause();
+ p.do_pause();
+ p.do_stop();
+ // event leading to the same state
+ // no action method called as none is defined in the transition table
+ p.do_stop();
+ // test call to no_transition
+ p.do_pause();
+ return 0;
+}
+
diff --git a/libs/msm/doc/HTML/examples/FsmAsPtr.hpp b/libs/msm/doc/HTML/examples/FsmAsPtr.hpp
new file mode 100644
index 0000000000..ef0376a42e
--- /dev/null
+++ b/libs/msm/doc/HTML/examples/FsmAsPtr.hpp
@@ -0,0 +1,36 @@
+// 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)
+
+#ifndef FSM_AS_PTR_H
+#define FSM_AS_PTR_H
+
+#include <boost/shared_ptr.hpp>
+
+class player
+{
+public:
+ player();
+ virtual ~player(){}
+
+ // public interface
+ void do_play();
+ void do_pause();
+ void do_open_close();
+ void do_end_pause();
+ void do_stop();
+ void do_cd_detected();
+
+private:
+ // my state machine, hidden
+ boost::shared_ptr<void> fsm_;
+
+};
+
+#endif //FSM_AS_PTR_H
diff --git a/libs/msm/doc/HTML/examples/History.cpp b/libs/msm/doc/HTML/examples/History.cpp
new file mode 100644
index 0000000000..483e122e7f
--- /dev/null
+++ b/libs/msm/doc/HTML/examples/History.cpp
@@ -0,0 +1,240 @@
+// 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 <iostream>
+// back-end
+#include <boost/msm/back/state_machine.hpp>
+//front-end
+#include <boost/msm/front/state_machine_def.hpp>
+
+namespace msm = boost::msm;
+namespace mpl = boost::mpl;
+
+namespace
+{
+ // events
+ struct play {};
+ struct end_pause {};
+ struct stop {};
+ struct pause {};
+ struct open_close {};
+ struct NextSong {};
+ struct PreviousSong {};
+
+ // A "complicated" event type that carries some data.
+ struct cd_detected
+ {
+ cd_detected(std::string name)
+ : name(name)
+ {}
+
+ std::string name;
+ };
+
+ // front-end: define the FSM structure
+ struct player_ : public msm::front::state_machine_def<player_>
+ {
+ // The list of FSM states
+ struct Empty : public msm::front::state<>
+ {
+ // every (optional) entry/exit methods get the event passed
+ 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_>
+ {
+ // when playing, the CD is loaded and we are in either pause or playing (duh)
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "entering: Playing" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "leaving: Playing" << std::endl;}
+
+ // The list of FSM states
+ struct Song1 : public msm::front::state<>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "starting: First song" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "finishing: First Song" << std::endl;}
+ };
+ struct Song2 : public msm::front::state<>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "starting: Second song" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "finishing: Second Song" << std::endl;}
+ };
+ struct Song3 : public msm::front::state<>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "starting: Third song" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "finishing: Third Song" << std::endl;}
+ };
+ // 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;
+ }
+
+ };
+ // back-end
+ // demonstrates Shallow History: if the state gets activated with end_pause
+ // then it will remember the last active state and reactivate it
+ // also possible: AlwaysHistory, the last active state will always be reactivated
+ // or NoHistory, always restart from the initial state
+ typedef msm::back::state_machine<Playing_,msm::back::ShallowHistory<mpl::vector<end_pause> > > 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&) { std::cout << "player::start_playback\n"; }
+ void open_drawer(open_close const&) { std::cout << "player::open_drawer\n"; }
+ void close_drawer(open_close const&) { std::cout << "player::close_drawer\n"; }
+ void store_cd_info(cd_detected const& cd) {std::cout << "player::store_cd_info\n";}
+ void stop_playback(stop const&) { std::cout << "player::stop_playback\n"; }
+ void pause_playback(pause const&) { std::cout << "player::pause_playback\n"; }
+ void resume_playback(end_pause const&) { std::cout << "player::resume_playback\n"; }
+ void stop_and_open(open_close const&) { std::cout << "player::stop_and_open\n"; }
+ void stopped_again(stop const&){std::cout << "player::stopped_again\n";}
+ // 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;
+ }
+
+ };
+ // Pick a back-end
+ 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;
+ }
+
+ void test()
+ {
+ player p;
+
+ // needed to start the highest-level SM. This will call on_entry and mark the start of the SM
+ p.start();
+ // go to Open, call on_exit on Empty, then action, then on_entry on Open
+ p.process_event(open_close()); pstate(p);
+ p.process_event(open_close()); pstate(p);
+ p.process_event(cd_detected("louie, louie"));
+ p.process_event(play());
+
+ // at this point, Play is active
+ // make transition happen inside it. Player has no idea about this event but it's ok.
+ p.process_event(NextSong());pstate(p); //2nd song active
+ p.process_event(NextSong());pstate(p);//3rd song active
+ p.process_event(PreviousSong());pstate(p);//2nd song active
+
+ p.process_event(pause()); pstate(p);
+ // go back to Playing
+ // as you see, remembers the original state as end_pause is an history trigger
+ p.process_event(end_pause()); pstate(p);
+ p.process_event(pause()); pstate(p);
+ p.process_event(stop()); pstate(p);
+ // event leading to the same state
+ p.process_event(stop()); pstate(p);
+ // play does not trigger shallow history => start back from 1st song
+ p.process_event(play()); pstate(p);
+ }
+}
+
+int main()
+{
+ test();
+ return 0;
+}
diff --git a/libs/msm/doc/HTML/examples/HistoryEuml.cpp b/libs/msm/doc/HTML/examples/HistoryEuml.cpp
new file mode 100644
index 0000000000..15a68e2aa3
--- /dev/null
+++ b/libs/msm/doc/HTML/examples/HistoryEuml.cpp
@@ -0,0 +1,180 @@
+// 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 <iostream>
+
+#include <boost/msm/back/state_machine.hpp>
+#include <boost/msm/front/euml/euml.hpp>
+
+using namespace std;
+using namespace boost::msm::front::euml;
+namespace msm = boost::msm;
+namespace mpl = boost::mpl;
+
+// entry/exit/action/guard logging functors
+#include "logging_functors.h"
+
+namespace // Concrete FSM implementation
+{
+ // events
+ BOOST_MSM_EUML_EVENT(play)
+ BOOST_MSM_EUML_EVENT(end_pause)
+ BOOST_MSM_EUML_EVENT(stop)
+ BOOST_MSM_EUML_EVENT(pause)
+ BOOST_MSM_EUML_EVENT(open_close)
+ BOOST_MSM_EUML_EVENT(next_song)
+ BOOST_MSM_EUML_EVENT(previous_song)
+
+ // A "complicated" event type that carries some data.
+ BOOST_MSM_EUML_DECLARE_ATTRIBUTE(std::string,cd_name)
+ BOOST_MSM_EUML_DECLARE_ATTRIBUTE(DiskTypeEnum,cd_type)
+ BOOST_MSM_EUML_ATTRIBUTES((attributes_ << cd_name << cd_type ), cd_detected_attributes)
+ BOOST_MSM_EUML_EVENT_WITH_ATTRIBUTES(cd_detected,cd_detected_attributes)
+
+ // Concrete FSM implementation
+ // The list of FSM states
+ // state not defining any entry or exit
+ BOOST_MSM_EUML_STATE((),Paused)
+ BOOST_MSM_EUML_STATE(( Empty_Entry,Empty_Exit ),Empty)
+ BOOST_MSM_EUML_STATE(( Open_Entry,Open_Exit ),Open)
+ BOOST_MSM_EUML_STATE(( Stopped_Entry,Stopped_Exit ),Stopped)
+
+
+ // Playing is now a state machine itself.
+
+ // It has 3 substates
+ BOOST_MSM_EUML_STATE(( Song1_Entry,Song1_Exit ),Song1)
+ BOOST_MSM_EUML_STATE(( Song2_Entry,Song2_Exit ),Song2)
+ BOOST_MSM_EUML_STATE(( Song3_Entry,Song3_Exit ),Song3)
+
+
+ // Playing has a transition table
+ BOOST_MSM_EUML_TRANSITION_TABLE((
+ // +------------------------------------------------------------------------------+
+ Song2 == Song1 + next_song / start_next_song,
+ Song1 == Song2 + previous_song / start_prev_song,
+ Song3 == Song2 + next_song / start_next_song,
+ Song2 == Song3 + previous_song / start_prev_song
+ // +------------------------------------------------------------------------------+
+ ),playing_transition_table )
+
+ // VC9 cannot compile the typedef with build_sm if one is also used for player
+ BOOST_MSM_EUML_DECLARE_STATE_MACHINE( (playing_transition_table, //STT
+ init_ << Song1 // Init State
+ ),Playing_)
+ // choice of back-end
+ typedef msm::back::state_machine<Playing_,
+ msm::back::ShallowHistory<mpl::vector<BOOST_MSM_EUML_EVENT_NAME(end_pause)> > > Playing_type;
+ Playing_type const Playing;
+
+ // guard conditions
+ BOOST_MSM_EUML_ACTION(good_disk_format)
+ {
+ template <class FSM,class EVT,class SourceState,class TargetState>
+ bool operator()(EVT const& evt,FSM&,SourceState& ,TargetState& )
+ {
+ // to test a guard condition, let's say we understand only CDs, not DVD
+ if (evt.get_attribute(cd_type)!=DISK_CD)
+ {
+ std::cout << "wrong disk, sorry" << std::endl;
+ // just for logging, does not block any transition
+ return true;
+ }
+ std::cout << "good disk" << std::endl;
+ return true;
+ }
+ };
+ // replaces the old transition table
+ BOOST_MSM_EUML_TRANSITION_TABLE((
+ Playing == Stopped + play / start_playback,
+ Playing == Paused + end_pause / resume_playback,
+ // +------------------------------------------------------------------------------+
+ Empty == Open + open_close / close_drawer,
+ // +------------------------------------------------------------------------------+
+ Open == Empty + open_close / open_drawer,
+ Open == Paused + open_close / stop_and_open,
+ Open == Stopped + open_close / open_drawer,
+ Open == Playing + open_close / stop_and_open,
+ // +------------------------------------------------------------------------------+
+ Paused == Playing + pause / pause_playback,
+ // +------------------------------------------------------------------------------+
+ Stopped == Playing + stop / stop_playback,
+ Stopped == Paused + stop / stop_playback,
+ Stopped == Empty + cd_detected [good_disk_format&&
+ (event_(cd_type)==Int_<DISK_CD>())]
+ / (store_cd_info,process_(play)),
+ Stopped == Stopped + stop
+ // +------------------------------------------------------------------------------+
+ ),transition_table)
+
+ // create a state machine "on the fly"
+ BOOST_MSM_EUML_DECLARE_STATE_MACHINE(( transition_table, //STT
+ init_ << Empty, // Init State
+ no_action, // Entry
+ no_action, // Exit
+ attributes_ << no_attributes_, // Attributes
+ configure_ << no_configure_, // configuration
+ Log_No_Transition // no_transition handler
+ ),
+ player_) //fsm name
+
+ // choice of back-end
+ typedef msm::back::state_machine<player_> player;
+
+ //
+ // Testing utilities.
+ //
+ static char const* const state_names[] = { "Stopped", "Paused", "Open", "Empty", "Playing" };
+ void pstate(player const& p)
+ {
+ std::cout << " -> " << state_names[p.current_state()[0]] << std::endl;
+ }
+
+ void test()
+ {
+ player p;
+ // needed to start the highest-level SM. This will call on_entry and mark the start of the SM
+ p.start();
+ // go to Open, call on_exit on Empty, then action, then on_entry on Open
+ p.process_event(open_close); pstate(p);
+ p.process_event(open_close); pstate(p);
+ // will be rejected, wrong disk type
+ p.process_event(
+ cd_detected("louie, louie",DISK_DVD)); pstate(p);
+ p.process_event(
+ cd_detected("louie, louie",DISK_CD)); pstate(p);
+ // no need to call play as the previous event does it in its action method
+ //p.process_event(play);
+
+ // make transition happen inside it. Player has no idea about this event but it's ok.
+ p.process_event(next_song);pstate(p); //2nd song active
+ p.process_event(next_song);pstate(p);//3rd song active
+ p.process_event(previous_song);pstate(p);//2nd song active
+
+ // at this point, Play is active
+ p.process_event(pause); pstate(p);
+ // go back to Playing
+ // as you see, remembers the original state as end_pause is an history trigger
+ p.process_event(end_pause); pstate(p);
+ p.process_event(pause); pstate(p);
+ p.process_event(stop); pstate(p);
+ // event leading to the same state
+ // no action method called as none is defined in the transition table
+ p.process_event(stop); pstate(p);
+ // test call to no_transition
+ p.process_event(play); pstate(p);
+ }
+}
+
+int main()
+{
+ test();
+ return 0;
+}
diff --git a/libs/msm/doc/HTML/examples/MsmComposite.cpp b/libs/msm/doc/HTML/examples/MsmComposite.cpp
new file mode 100644
index 0000000000..556aad42b3
--- /dev/null
+++ b/libs/msm/doc/HTML/examples/MsmComposite.cpp
@@ -0,0 +1,243 @@
+// 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;
+}
+
diff --git a/libs/msm/doc/HTML/examples/MsmSimple.cpp b/libs/msm/doc/HTML/examples/MsmSimple.cpp
new file mode 100644
index 0000000000..f074a2fc4e
--- /dev/null
+++ b/libs/msm/doc/HTML/examples/MsmSimple.cpp
@@ -0,0 +1,199 @@
+// 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{};
+
+ // 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<>
+ {
+ 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<>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {/*std::cout << "entering: Playing" << std::endl;*/}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {/*std::cout << "leaving: Playing" << std::endl;*/}
+ };
+
+ 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
+ // +---------+-------------+---------+---------------------+----------------------+
+ _row < Stopped , play , Playing >,
+ _row < Stopped , open_close , Open >,
+ _row < Stopped , stop , Stopped >,
+ // +---------+-------------+---------+---------------------+----------------------+
+ _row < Open , open_close , Empty >,
+ // +---------+-------------+---------+---------------------+----------------------+
+ _row < Empty , open_close , Open >,
+ _row < Empty , cd_detected , Stopped >,
+ // +---------+-------------+---------+---------------------+----------------------+
+ _row < Playing , stop , Stopped >,
+ _row < Playing , pause , Paused >,
+ _row < Playing , open_close , Open >,
+ // +---------+-------------+---------+---------------------+----------------------+
+ _row < Paused , end_pause , Playing >,
+ _row < Paused , stop , Stopped >,
+ _row < Paused , open_close , 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());
+ 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;
+}
+
diff --git a/libs/msm/doc/HTML/examples/MsmSimpleFunctors.cpp b/libs/msm/doc/HTML/examples/MsmSimpleFunctors.cpp
new file mode 100644
index 0000000000..95c0aa650e
--- /dev/null
+++ b/libs/msm/doc/HTML/examples/MsmSimpleFunctors.cpp
@@ -0,0 +1,254 @@
+// 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>
+#include <boost/msm/front/functor_row.hpp>
+
+namespace msm = boost::msm;
+namespace mpl = boost::mpl;
+using namespace msm::front;
+
+#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{};
+
+ // 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<>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {/*std::cout << "entering: Playing" << std::endl;*/}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {/*std::cout << "leaving: Playing" << std::endl;*/}
+ };
+
+ // 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
+ struct start_playback
+ {
+ template <class FSM,class EVT,class SourceState,class TargetState>
+ void operator()(EVT const& ,FSM&,SourceState& ,TargetState& )
+ {
+ }
+ };
+ struct open_drawer
+ {
+ template <class FSM,class EVT,class SourceState,class TargetState>
+ void operator()(EVT const& ,FSM&,SourceState& ,TargetState& )
+ {
+ }
+ };
+ struct close_drawer
+ {
+ template <class FSM,class EVT,class SourceState,class TargetState>
+ void operator()(EVT const& ,FSM&,SourceState& ,TargetState& )
+ {
+ }
+ };
+ struct store_cd_info
+ {
+ template <class FSM,class EVT,class SourceState,class TargetState>
+ void operator()(EVT const&, FSM& fsm ,SourceState& ,TargetState& )
+ {
+ }
+ };
+ struct stop_playback
+ {
+ template <class FSM,class EVT,class SourceState,class TargetState>
+ void operator()(EVT const& ,FSM&,SourceState& ,TargetState& )
+ {
+ }
+ };
+ struct pause_playback
+ {
+ template <class FSM,class EVT,class SourceState,class TargetState>
+ void operator()(EVT const& ,FSM&,SourceState& ,TargetState& )
+ {
+ }
+ };
+ struct resume_playback
+ {
+ template <class FSM,class EVT,class SourceState,class TargetState>
+ void operator()(EVT const& ,FSM&,SourceState& ,TargetState& )
+ {
+ }
+ };
+ struct stop_and_open
+ {
+ template <class FSM,class EVT,class SourceState,class TargetState>
+ void operator()(EVT const& ,FSM&,SourceState& ,TargetState& )
+ {
+ }
+ };
+ struct stopped_again
+ {
+ template <class FSM,class EVT,class SourceState,class TargetState>
+ void operator()(EVT const& ,FSM&,SourceState& ,TargetState& )
+ {
+ }
+ };
+ // guard conditions
+
+ // Transition table for player
+ struct transition_table : mpl::vector<
+ // Start Event Next Action Guard
+ // +---------+-------------+---------+---------------------+----------------------+
+ Row < Stopped , play , Playing , start_playback >,
+ Row < Stopped , open_close , Open , open_drawer >,
+ Row < Stopped , stop , Stopped , stopped_again >,
+ // +---------+-------------+---------+---------------------+----------------------+
+ Row < Open , open_close , Empty , close_drawer >,
+ // +---------+-------------+---------+---------------------+----------------------+
+ Row < Empty , open_close , Open , open_drawer >,
+ Row < Empty , cd_detected , Stopped , store_cd_info >,
+ // +---------+-------------+---------+---------------------+----------------------+
+ Row < Playing , stop , Stopped , stop_playback >,
+ Row < Playing , pause , Paused , pause_playback >,
+ Row < Playing , open_close , Open , stop_and_open >,
+ // +---------+-------------+---------+---------------------+----------------------+
+ Row < Paused , end_pause , Playing , resume_playback >,
+ Row < Paused , stop , Stopped , stop_playback >,
+ Row < Paused , open_close , Open , 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());
+ 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;
+}
+
diff --git a/libs/msm/doc/HTML/examples/Orthogonal-deferred.cpp b/libs/msm/doc/HTML/examples/Orthogonal-deferred.cpp
new file mode 100644
index 0000000000..facfa67c12
--- /dev/null
+++ b/libs/msm/doc/HTML/examples/Orthogonal-deferred.cpp
@@ -0,0 +1,314 @@
+// 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 <iostream>
+// back-end
+#include <boost/msm/back/state_machine.hpp>
+//front-end
+#include <boost/msm/front/state_machine_def.hpp>
+
+namespace msm = boost::msm;
+namespace mpl = boost::mpl;
+
+namespace
+{
+ // events
+ struct play {};
+ struct end_pause {};
+ struct stop {};
+ struct pause {};
+ struct open_close {};
+ struct NextSong {};
+ struct PreviousSong {};
+ struct error_found {};
+ struct end_error {};
+
+ // Flags. Allow information about a property of the current state
+ struct PlayingPaused{};
+ struct CDLoaded {};
+ struct FirstSongPlaying {};
+
+ // A "complicated" event type that carries some data.
+ struct cd_detected
+ {
+ cd_detected(std::string name)
+ : name(name)
+ {}
+
+ std::string name;
+ };
+
+ // front-end: define the FSM structure
+ struct player_ : public msm::front::state_machine_def<player_>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const& ,FSM&)
+ {
+ std::cout << "entering: Player" << std::endl;
+ }
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& )
+ {
+ std::cout << "leaving: Player" << std::endl;
+ }
+ // The list of FSM states
+ struct Empty : public msm::front::state<>
+ {
+ // if the play event arrives in this state, defer it until a state handles it or
+ // rejects it
+ typedef mpl::vector<play> deferred_events;
+ // every (optional) entry/exit methods get the event passed.
+ 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<>
+ {
+ // if the play event arrives in this state, defer it until a state handles it or
+ // rejects it
+ typedef mpl::vector<play> deferred_events;
+ typedef mpl::vector1<CDLoaded> flag_list;
+ 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
+ typedef mpl::vector1<CDLoaded> flag_list;
+ 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;}
+ };
+
+ // the player state machine contains a state which is himself a state machine
+ // as you see, no need to declare it anywhere so Playing can be developed separately
+ // by another team in another module. For simplicity I just declare it inside player
+ struct Playing_ : public msm::front::state_machine_def<Playing_>
+ {
+ // when playing, the CD is loaded and we are in either pause or playing (duh)
+ typedef mpl::vector2<PlayingPaused,CDLoaded> flag_list;
+
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "entering: Playing" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "leaving: Playing" << std::endl;}
+ // The list of FSM states
+ struct Song1 : public msm::front::state<>
+ {
+ typedef mpl::vector1<FirstSongPlaying> flag_list;
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "starting: First song" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "finishing: First Song" << std::endl;}
+ };
+ struct Song2 : public msm::front::state<>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "starting: Second song" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "finishing: Second Song" << std::endl;}
+ };
+ struct Song3 : public msm::front::state<>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "starting: Third song" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "finishing: Third Song" << std::endl;}
+ };
+ // 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;
+ }
+ };
+ // back-end
+ typedef msm::back::state_machine<Playing_> Playing;
+
+ // state not defining any entry or exit
+ struct Paused : public msm::front::state<>
+ {
+ typedef mpl::vector2<PlayingPaused,CDLoaded> flag_list;
+ };
+ struct AllOk : public msm::front::state<>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "starting: AllOk" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "finishing: AllOk" << std::endl;}
+ };
+ // this state is also made terminal so that all the events are blocked
+ struct ErrorMode : //public msm::front::terminate_state<> // ErrorMode terminates the state machine
+ public msm::front::interrupt_state<end_error> // ErroMode just interrupts. Will resume if
+ // the event end_error is generated
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "starting: ErrorMode" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "finishing: ErrorMode" << std::endl;}
+ };
+ // the initial state of the player SM. Must be defined
+ typedef mpl::vector<Empty,AllOk> initial_state;
+
+ // transition actions
+ void start_playback(play const&) { std::cout << "player::start_playback\n"; }
+ void open_drawer(open_close const&) { std::cout << "player::open_drawer\n"; }
+ void close_drawer(open_close const&) { std::cout << "player::close_drawer\n"; }
+ void store_cd_info(cd_detected const& cd) {std::cout << "player::store_cd_info\n";}
+ void stop_playback(stop const&) { std::cout << "player::stop_playback\n"; }
+ void pause_playback(pause const&) { std::cout << "player::pause_playback\n"; }
+ void resume_playback(end_pause const&) { std::cout << "player::resume_playback\n"; }
+ void stop_and_open(open_close const&) { std::cout << "player::stop_and_open\n"; }
+ void stopped_again(stop const&){std::cout << "player::stopped_again\n";}
+ void report_error(error_found const&) {std::cout << "player::report_error\n";}
+ void report_end_error(end_error const&) {std::cout << "player::report_end_error\n";}
+
+ // 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 >,
+ // +---------+-------------+---------+---------------------+----------------------+
+ a_row < AllOk , error_found ,ErrorMode, &p::report_error >,
+ a_row <ErrorMode,end_error ,AllOk , &p::report_end_error >
+ // +---------+-------------+---------+---------------------+----------------------+
+ > {};
+
+ // 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;
+ }
+ };
+ // Pick a back-end
+ typedef msm::back::state_machine<player_> player;
+
+ //
+ // Testing utilities.
+ //
+ static char const* const state_names[] = { "Stopped", "Open", "Empty", "Playing", "Paused","AllOk","ErrorMode" };
+
+ void pstate(player const& p)
+ {
+ // we have now several active states, which we show
+ for (unsigned int i=0;i<player::nr_regions::value;++i)
+ {
+ std::cout << " -> " << state_names[p.current_state()[i]] << std::endl;
+ }
+ }
+
+ void test()
+ {
+ player p;
+ // needed to start the highest-level SM. This will call on_entry and mark the start of the SM
+ p.start();
+ // test deferred event
+ // deferred in Empty and Open, will be handled only after event cd_detected
+ p.process_event(play());
+
+ // tests some flags
+ std::cout << "CDLoaded active:" << std::boolalpha << p.is_flag_active<CDLoaded>() << std::endl; //=> false (no CD yet)
+ // go to Open, call on_exit on Empty, then action, then on_entry on Open
+ p.process_event(open_close()); pstate(p);
+ p.process_event(open_close()); pstate(p);
+ p.process_event(cd_detected("louie, louie"));
+
+ // at this point, Play is active (was deferred)
+ std::cout << "PlayingPaused active:" << std::boolalpha << p.is_flag_active<PlayingPaused>() << std::endl;//=> true
+ std::cout << "FirstSong active:" << std::boolalpha << p.is_flag_active<FirstSongPlaying>() << std::endl;//=> true
+
+ // make transition happen inside it. Player has no idea about this event but it's ok.
+ p.process_event(NextSong());pstate(p); //2nd song active
+ p.process_event(NextSong());pstate(p);//3rd song active
+ p.process_event(PreviousSong());pstate(p);//2nd song active
+ std::cout << "FirstSong active:" << std::boolalpha << p.is_flag_active<FirstSongPlaying>() << std::endl;//=> false
+
+ std::cout << "PlayingPaused active:" << std::boolalpha << p.is_flag_active<PlayingPaused>() << std::endl;//=> true
+ p.process_event(pause()); pstate(p);
+ std::cout << "PlayingPaused active:" << std::boolalpha << p.is_flag_active<PlayingPaused>() << std::endl;//=> true
+ // go back to Playing
+ // as you see, it starts back from the original state
+ p.process_event(end_pause()); pstate(p);
+ p.process_event(pause()); pstate(p);
+ p.process_event(stop()); pstate(p);
+ std::cout << "PlayingPaused active:" << std::boolalpha << p.is_flag_active<PlayingPaused>() << std::endl;//=> false
+ std::cout << "CDLoaded active:" << std::boolalpha << p.is_flag_active<CDLoaded>() << std::endl;//=> true
+ // by default, the flags are OR'ed but you can also use AND. Then the flag must be present in
+ // all of the active states
+ std::cout << "CDLoaded active with AND:" << std::boolalpha << p.is_flag_active<CDLoaded,player::Flag_AND>() << std::endl;//=> false
+
+ // event leading to the same state
+ p.process_event(stop()); pstate(p);
+
+ // event leading to a terminal/interrupt state
+ p.process_event(error_found()); pstate(p);
+ // try generating more events
+ std::cout << "Trying to generate another event" << std::endl; // will not work, fsm is terminated or interrupted
+ p.process_event(play());pstate(p);
+ std::cout << "Trying to end the error" << std::endl; // will work only if ErrorMode is interrupt state
+ p.process_event(end_error());pstate(p);
+ std::cout << "Trying to generate another event" << std::endl; // will work only if ErrorMode is interrupt state
+ p.process_event(play());pstate(p);
+ std::cout << "stop fsm" << std::endl;
+ p.stop();
+
+ }
+}
+
+int main()
+{
+ test();
+ return 0;
+}
diff --git a/libs/msm/doc/HTML/examples/Orthogonal-deferred2.cpp b/libs/msm/doc/HTML/examples/Orthogonal-deferred2.cpp
new file mode 100644
index 0000000000..e5fa6c7cb3
--- /dev/null
+++ b/libs/msm/doc/HTML/examples/Orthogonal-deferred2.cpp
@@ -0,0 +1,303 @@
+// 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 <iostream>
+// back-end
+#include <boost/msm/back/state_machine.hpp>
+//front-end
+#include <boost/msm/front/state_machine_def.hpp>
+#include <boost/msm/front/functor_row.hpp>
+
+namespace msm = boost::msm;
+namespace mpl = boost::mpl;
+using namespace boost::msm::front;
+
+namespace
+{
+ // events
+ struct play {};
+ struct end_pause {};
+ struct stop {};
+ struct pause {};
+ struct open_close {};
+ struct NextSong {};
+ struct PreviousSong {};
+ struct error_found {};
+ struct end_error {};
+
+ // Flags. Allow information about a property of the current state
+ struct PlayingPaused{};
+ struct CDLoaded {};
+ struct FirstSongPlaying {};
+
+ // A "complicated" event type that carries some data.
+ struct cd_detected
+ {
+ cd_detected(std::string name)
+ : name(name)
+ {}
+
+ std::string name;
+ };
+
+ // front-end: define the FSM structure
+ struct player_ : public msm::front::state_machine_def<player_>
+ {
+ // we want deferred events and no state requires deferred events (only the fsm in the
+ // transition table), so the fsm does.
+ typedef int activate_deferred_events;
+ // The list of FSM states
+ struct Empty : public msm::front::state<>
+ {
+ // every (optional) entry/exit methods get the event passed.
+ 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<>
+ {
+ typedef mpl::vector1<CDLoaded> flag_list;
+ 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
+ typedef mpl::vector1<CDLoaded> flag_list;
+ 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;}
+ };
+
+ // the player state machine contains a state which is himself a state machine
+ // as you see, no need to declare it anywhere so Playing can be developed separately
+ // by another team in another module. For simplicity I just declare it inside player
+ struct Playing_ : public msm::front::state_machine_def<Playing_>
+ {
+ // when playing, the CD is loaded and we are in either pause or playing (duh)
+ typedef mpl::vector2<PlayingPaused,CDLoaded> flag_list;
+
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "entering: Playing" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "leaving: Playing" << std::endl;}
+ // The list of FSM states
+ struct Song1 : public msm::front::state<>
+ {
+ typedef mpl::vector1<FirstSongPlaying> flag_list;
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "starting: First song" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "finishing: First Song" << std::endl;}
+ };
+ struct Song2 : public msm::front::state<>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "starting: Second song" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "finishing: Second Song" << std::endl;}
+ };
+ struct Song3 : public msm::front::state<>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "starting: Third song" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "finishing: Third Song" << std::endl;}
+ };
+ // 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;
+ }
+ };
+ // back-end
+ typedef msm::back::state_machine<Playing_> Playing;
+
+ // state not defining any entry or exit
+ struct Paused : public msm::front::state<>
+ {
+ typedef mpl::vector2<PlayingPaused,CDLoaded> flag_list;
+ };
+ struct AllOk : public msm::front::state<>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "starting: AllOk" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "finishing: AllOk" << std::endl;}
+ };
+ // this state is also made terminal so that all the events are blocked
+ struct ErrorMode : //public msm::front::terminate_state<> // ErrorMode terminates the state machine
+ public msm::front::interrupt_state<end_error> // ErroMode just interrupts. Will resume if
+ // the event end_error is generated
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "starting: ErrorMode" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "finishing: ErrorMode" << std::endl;}
+ };
+ // the initial state of the player SM. Must be defined
+ typedef mpl::vector<Empty,AllOk> initial_state;
+
+ // transition actions
+ void start_playback(play const&) { std::cout << "player::start_playback\n"; }
+ void open_drawer(open_close const&) { std::cout << "player::open_drawer\n"; }
+ void close_drawer(open_close const&) { std::cout << "player::close_drawer\n"; }
+ void store_cd_info(cd_detected const& cd) {std::cout << "player::store_cd_info\n";}
+ void stop_playback(stop const&) { std::cout << "player::stop_playback\n"; }
+ void pause_playback(pause const&) { std::cout << "player::pause_playback\n"; }
+ void resume_playback(end_pause const&) { std::cout << "player::resume_playback\n"; }
+ void stop_and_open(open_close const&) { std::cout << "player::stop_and_open\n"; }
+ void stopped_again(stop const&){std::cout << "player::stopped_again\n";}
+ void report_error(error_found const&) {std::cout << "player::report_error\n";}
+ void report_end_error(end_error const&) {std::cout << "player::report_end_error\n";}
+
+ // 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 >,
+ Row < Open , play , none , Defer , none >,
+ // +---------+-------------+---------+---------------------+----------------------+
+ a_row < Empty , open_close , Open , &p::open_drawer >,
+ a_row < Empty , cd_detected , Stopped , &p::store_cd_info >,
+ Row < Empty , play , none , Defer , none >,
+ // +---------+-------------+---------+---------------------+----------------------+
+ 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 >,
+ // +---------+-------------+---------+---------------------+----------------------+
+ a_row < AllOk , error_found ,ErrorMode, &p::report_error >,
+ a_row <ErrorMode,end_error ,AllOk , &p::report_end_error >
+ // +---------+-------------+---------+---------------------+----------------------+
+ > {};
+
+ // 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;
+ }
+ };
+ // Pick a back-end
+ typedef msm::back::state_machine<player_> player;
+
+ //
+ // Testing utilities.
+ //
+ static char const* const state_names[] = { "Stopped", "Open", "Empty", "Playing", "Paused","AllOk","ErrorMode" };
+
+ void pstate(player const& p)
+ {
+ // we have now several active states, which we show
+ for (unsigned int i=0;i<player::nr_regions::value;++i)
+ {
+ std::cout << " -> " << state_names[p.current_state()[i]] << std::endl;
+ }
+ }
+
+ void test()
+ {
+ player p;
+ // needed to start the highest-level SM. This will call on_entry and mark the start of the SM
+ p.start();
+ // test deferred event
+ // deferred in Empty and Open, will be handled only after event cd_detected
+ p.process_event(play());
+
+ // tests some flags
+ std::cout << "CDLoaded active:" << std::boolalpha << p.is_flag_active<CDLoaded>() << std::endl; //=> false (no CD yet)
+ // go to Open, call on_exit on Empty, then action, then on_entry on Open
+ p.process_event(open_close()); pstate(p);
+ p.process_event(open_close()); pstate(p);
+ p.process_event(cd_detected("louie, louie"));
+
+ // at this point, Play is active (was deferred)
+ std::cout << "PlayingPaused active:" << std::boolalpha << p.is_flag_active<PlayingPaused>() << std::endl;//=> true
+ std::cout << "FirstSong active:" << std::boolalpha << p.is_flag_active<FirstSongPlaying>() << std::endl;//=> true
+
+ // make transition happen inside it. Player has no idea about this event but it's ok.
+ p.process_event(NextSong());pstate(p); //2nd song active
+ p.process_event(NextSong());pstate(p);//3rd song active
+ p.process_event(PreviousSong());pstate(p);//2nd song active
+ std::cout << "FirstSong active:" << std::boolalpha << p.is_flag_active<FirstSongPlaying>() << std::endl;//=> false
+
+ std::cout << "PlayingPaused active:" << std::boolalpha << p.is_flag_active<PlayingPaused>() << std::endl;//=> true
+ p.process_event(pause()); pstate(p);
+ std::cout << "PlayingPaused active:" << std::boolalpha << p.is_flag_active<PlayingPaused>() << std::endl;//=> true
+ // go back to Playing
+ // as you see, it starts back from the original state
+ p.process_event(end_pause()); pstate(p);
+ p.process_event(pause()); pstate(p);
+ p.process_event(stop()); pstate(p);
+ std::cout << "PlayingPaused active:" << std::boolalpha << p.is_flag_active<PlayingPaused>() << std::endl;//=> false
+ std::cout << "CDLoaded active:" << std::boolalpha << p.is_flag_active<CDLoaded>() << std::endl;//=> true
+ // by default, the flags are OR'ed but you can also use AND. Then the flag must be present in
+ // all of the active states
+ std::cout << "CDLoaded active with AND:" << std::boolalpha << p.is_flag_active<CDLoaded,player::Flag_AND>() << std::endl;//=> false
+
+ // event leading to the same state
+ p.process_event(stop()); pstate(p);
+
+ // event leading to a terminal/interrupt state
+ p.process_event(error_found()); pstate(p);
+ // try generating more events
+ std::cout << "Trying to generate another event" << std::endl; // will not work, fsm is terminated or interrupted
+ p.process_event(play());pstate(p);
+ std::cout << "Trying to end the error" << std::endl; // will work only if ErrorMode is interrupt state
+ p.process_event(end_error());pstate(p);
+ std::cout << "Trying to generate another event" << std::endl; // will work only if ErrorMode is interrupt state
+ p.process_event(play());pstate(p);
+
+ }
+}
+
+int main()
+{
+ test();
+ return 0;
+}
diff --git a/libs/msm/doc/HTML/examples/OrthogonalDeferredEuml.cpp b/libs/msm/doc/HTML/examples/OrthogonalDeferredEuml.cpp
new file mode 100644
index 0000000000..9b3553776b
--- /dev/null
+++ b/libs/msm/doc/HTML/examples/OrthogonalDeferredEuml.cpp
@@ -0,0 +1,263 @@
+// 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 <vector>
+#include <iostream>
+
+#include <boost/msm/back/state_machine.hpp>
+#include <boost/msm/front/euml/euml.hpp>
+
+using namespace std;
+using namespace boost::msm::front::euml;
+namespace msm = boost::msm;
+
+// entry/exit/action/guard logging functors
+#include "logging_functors.h"
+
+namespace // Concrete FSM implementation
+{
+ // events
+ BOOST_MSM_EUML_EVENT(play)
+ BOOST_MSM_EUML_EVENT(end_pause)
+ BOOST_MSM_EUML_EVENT(stop)
+ BOOST_MSM_EUML_EVENT(pause)
+ BOOST_MSM_EUML_EVENT(open_close)
+ BOOST_MSM_EUML_EVENT(next_song)
+ BOOST_MSM_EUML_EVENT(previous_song)
+ BOOST_MSM_EUML_EVENT(end_error)
+ BOOST_MSM_EUML_EVENT(error_found)
+
+ // A "complicated" event type that carries some data.
+ BOOST_MSM_EUML_DECLARE_ATTRIBUTE(std::string,cd_name)
+ BOOST_MSM_EUML_DECLARE_ATTRIBUTE(DiskTypeEnum,cd_type)
+ BOOST_MSM_EUML_ATTRIBUTES((attributes_ << cd_name << cd_type ), cd_detected_attributes)
+ BOOST_MSM_EUML_EVENT_WITH_ATTRIBUTES(cd_detected,cd_detected_attributes)
+
+
+ // Flags. Allow information about a property of the current state
+ BOOST_MSM_EUML_FLAG(PlayingPaused)
+ BOOST_MSM_EUML_FLAG(CDLoaded)
+ BOOST_MSM_EUML_FLAG(FirstSongPlaying)
+
+ // Concrete FSM implementation
+
+ // The list of FSM states
+
+ BOOST_MSM_EUML_STATE(( Empty_Entry,
+ Empty_Exit,
+ attributes_ << no_attributes_,
+ configure_ << play // defer play
+ ),
+ Empty)
+
+ BOOST_MSM_EUML_STATE(( Open_Entry,
+ Open_Exit,
+ attributes_ << no_attributes_,
+ configure_<< CDLoaded << play // defer play, flag state with CDLoaded
+ ),
+ Open)
+
+ BOOST_MSM_EUML_STATE(( Stopped_Entry,
+ Stopped_Exit,
+ attributes_ << no_attributes_,
+ configure_<< CDLoaded // flag state with CDLoaded
+ ),
+ Stopped)
+
+ // state not defining any entry or exit
+ BOOST_MSM_EUML_STATE(( no_action,
+ no_action,
+ attributes_ << no_attributes_,
+ configure_<< PlayingPaused << CDLoaded // flag state with CDLoaded and PlayingPaused
+ ),
+ Paused)
+
+ BOOST_MSM_EUML_STATE(( AllOk_Entry,AllOk_Exit ),AllOk)
+
+ // a terminate state
+ //BOOST_MSM_EUML_TERMINATE_STATE(( ErrorMode_Entry,ErrorMode_Exit ),ErrorMode)
+ // or as an interrupt state
+ BOOST_MSM_EUML_INTERRUPT_STATE(( end_error,ErrorMode_Entry,ErrorMode_Exit ),ErrorMode)
+
+ // Playing is now a state machine itself.
+ // It has 3 substates
+ BOOST_MSM_EUML_STATE(( Song1_Entry,
+ Song1_Exit,
+ attributes_ << no_attributes_,
+ configure_<< FirstSongPlaying ),Song1)
+
+ BOOST_MSM_EUML_STATE(( Song2_Entry,Song2_Exit ),Song2)
+ BOOST_MSM_EUML_STATE(( Song3_Entry,Song3_Exit ),Song3)
+
+ // Playing has a transition table
+ BOOST_MSM_EUML_TRANSITION_TABLE((
+ // +------------------------------------------------------------------------------+
+ Song2 == Song1 + next_song / start_next_song,
+ Song1 == Song2 + previous_song / start_prev_song,
+ Song3 == Song2 + next_song / start_next_song,
+ Song2 == Song3 + previous_song / start_prev_song
+ // +------------------------------------------------------------------------------+
+ ),playing_transition_table )
+
+ BOOST_MSM_EUML_DECLARE_STATE_MACHINE( (playing_transition_table, //STT
+ init_ << Song1, // Init State
+ no_action, // entry
+ no_action, // exit
+ attributes_ << no_attributes_, //attributes
+ configure_<< PlayingPaused << CDLoaded //flags
+ ),Playing_)
+ // choice of back-end
+ typedef msm::back::state_machine<Playing_> Playing_type;
+ Playing_type const Playing;
+
+ // guard conditions
+ BOOST_MSM_EUML_ACTION(good_disk_format)
+ {
+ template <class FSM,class EVT,class SourceState,class TargetState>
+ bool operator()(EVT const& evt,FSM&,SourceState& ,TargetState& )
+ {
+ // to test a guard condition, let's say we understand only CDs, not DVD
+ if (evt.get_attribute(cd_type)!=DISK_CD)
+ {
+ std::cout << "wrong disk, sorry" << std::endl;
+ // just for logging, does not block any transition
+ return true;
+ }
+ std::cout << "good disk" << std::endl;
+ return true;
+ }
+ };
+ // replaces the old transition table
+ BOOST_MSM_EUML_TRANSITION_TABLE((
+ Playing == Stopped + play / start_playback ,
+ Playing == Paused + end_pause / resume_playback,
+ // +------------------------------------------------------------------------------+
+ Empty == Open + open_close / close_drawer,
+ // +------------------------------------------------------------------------------+
+ Open == Empty + open_close / open_drawer,
+ Open == Paused + open_close / stop_and_open,
+ Open == Stopped + open_close / open_drawer,
+ Open == Playing + open_close / stop_and_open,
+ // +------------------------------------------------------------------------------+
+ Paused == Playing + pause / pause_playback,
+ // +------------------------------------------------------------------------------+
+ Stopped == Playing + stop / stop_playback,
+ Stopped == Paused + stop / stop_playback,
+ Stopped == Empty + cd_detected [good_disk_format&&
+ (event_(cd_type)==Int_<DISK_CD>())]
+ / (store_cd_info,process_(play)),
+ Stopped == Stopped + stop,
+ ErrorMode == AllOk + error_found / report_error,
+ AllOk == ErrorMode+ end_error / report_end_error
+ // +------------------------------------------------------------------------------+
+ ),transition_table)
+
+ // create a state machine "on the fly"
+ BOOST_MSM_EUML_DECLARE_STATE_MACHINE(( transition_table, //STT
+ init_ << Empty<< AllOk, // Init State
+ no_action, // Entry
+ no_action, // Exit
+ attributes_ << no_attributes_, // Attributes
+ configure_ << no_configure_, // configuration
+ Log_No_Transition // no_transition handler
+ ),
+ player_) //fsm name
+
+ // choice of back-end
+ typedef msm::back::state_machine<player_> player;
+
+ //
+ // Testing utilities.
+ //
+ static char const* const state_names[] = { "Stopped", "Paused", "Open", "Empty", "Playing","AllOk","ErrorMode" };
+ void pstate(player const& p)
+ {
+ // we have now several active states, which we show
+ for (unsigned int i=0;i<player::nr_regions::value;++i)
+ {
+ std::cout << " -> " << state_names[p.current_state()[i]] << std::endl;
+ }
+ }
+
+ void test()
+ {
+ player p;
+ // needed to start the highest-level SM. This will call on_entry and mark the start of the SM
+ p.start();
+
+ // tests some flags
+ std::cout << "CDLoaded active:" << std::boolalpha
+ << p.is_flag_active<BOOST_MSM_EUML_FLAG_NAME(CDLoaded)>() << std::endl; //=> false (no CD yet)
+ // go to Open, call on_exit on Empty, then action, then on_entry on Open
+ p.process_event(open_close); pstate(p);
+ p.process_event(open_close); pstate(p);
+ // will be rejected, wrong disk type
+ p.process_event(
+ cd_detected("louie, louie",DISK_DVD)); pstate(p);
+ p.process_event(
+ cd_detected("louie, louie",DISK_CD)); pstate(p);
+ // no need to call play as the previous event does it in its action method
+ //p.process_event(play);
+
+ // at this point, Play is active
+ std::cout << "PlayingPaused active:" << std::boolalpha
+ << p.is_flag_active<BOOST_MSM_EUML_FLAG_NAME(PlayingPaused)>() << std::endl;//=> true
+ std::cout << "FirstSong active:" << std::boolalpha
+ << p.is_flag_active<BOOST_MSM_EUML_FLAG_NAME(FirstSongPlaying)>() << std::endl;//=> true
+
+ // make transition happen inside it. Player has no idea about this event but it's ok.
+ p.process_event(next_song);pstate(p); //2nd song active
+ p.process_event(next_song);pstate(p);//3rd song active
+ p.process_event(previous_song);pstate(p);//2nd song active
+ std::cout << "FirstSong active:" << std::boolalpha
+ << p.is_flag_active<BOOST_MSM_EUML_FLAG_NAME(FirstSongPlaying)>() << std::endl;//=> false
+ std::cout << "PlayingPaused active:" << std::boolalpha
+ << p.is_flag_active<BOOST_MSM_EUML_FLAG_NAME(PlayingPaused)>() << std::endl;//=> true
+
+ // at this point, Play is active
+ p.process_event(pause); pstate(p);
+ std::cout << "PlayingPaused active:" << std::boolalpha
+ << p.is_flag_active<BOOST_MSM_EUML_FLAG_NAME(PlayingPaused)>() << std::endl;//=> true
+
+ // go back to Playing
+ p.process_event(end_pause); pstate(p);
+ p.process_event(pause); pstate(p);
+ p.process_event(stop); pstate(p);
+ std::cout << "PlayingPaused active:" << std::boolalpha
+ << p.is_flag_active<BOOST_MSM_EUML_FLAG_NAME(PlayingPaused)>() << std::endl;//=> false
+ std::cout << "CDLoaded active:" << std::boolalpha
+ << p.is_flag_active<BOOST_MSM_EUML_FLAG_NAME(CDLoaded)>() << std::endl;//=> true
+ // by default, the flags are OR'ed but you can also use AND. Then the flag must be present in
+ // all of the active states
+ std::cout << "CDLoaded active with AND:" << std::boolalpha
+ << p.is_flag_active<BOOST_MSM_EUML_FLAG_NAME(CDLoaded),player::Flag_AND>() << std::endl;//=> false
+
+ // event leading to the same state
+ // no action method called as none is defined in the transition table
+ p.process_event(stop); pstate(p);
+
+ // event leading to a terminal/interrupt state
+ p.process_event(error_found); pstate(p);
+ // try generating more events
+ std::cout << "Trying to generate another event" << std::endl; // will not work, fsm is terminated or interrupted
+ p.process_event(play);pstate(p);
+ std::cout << "Trying to end the error" << std::endl; // will work only if ErrorMode is interrupt state
+ p.process_event(end_error);pstate(p);
+ std::cout << "Trying to generate another event" << std::endl; // will work only if ErrorMode is interrupt state
+ p.process_event(play);pstate(p);
+
+ }
+}
+
+int main()
+{
+ test();
+ return 0;
+}
diff --git a/libs/msm/doc/HTML/examples/OrthogonalDeferredEuml2.cpp b/libs/msm/doc/HTML/examples/OrthogonalDeferredEuml2.cpp
new file mode 100644
index 0000000000..d0a80c69ae
--- /dev/null
+++ b/libs/msm/doc/HTML/examples/OrthogonalDeferredEuml2.cpp
@@ -0,0 +1,251 @@
+// 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 <vector>
+#include <iostream>
+
+#include <boost/msm/back/state_machine.hpp>
+#include <boost/msm/front/euml/euml.hpp>
+
+using namespace std;
+using namespace boost::msm::front::euml;
+namespace msm = boost::msm;
+
+// entry/exit/action/guard logging functors
+#include "logging_functors.h"
+
+namespace // Concrete FSM implementation
+{
+ // events
+ BOOST_MSM_EUML_EVENT(play)
+ BOOST_MSM_EUML_EVENT(end_pause)
+ BOOST_MSM_EUML_EVENT(stop)
+ BOOST_MSM_EUML_EVENT(pause)
+ BOOST_MSM_EUML_EVENT(open_close)
+ BOOST_MSM_EUML_EVENT(next_song)
+ BOOST_MSM_EUML_EVENT(previous_song)
+ BOOST_MSM_EUML_EVENT(end_error)
+ BOOST_MSM_EUML_EVENT(error_found)
+
+ // A "complicated" event type that carries some data.
+ BOOST_MSM_EUML_DECLARE_ATTRIBUTE(std::string,cd_name)
+ BOOST_MSM_EUML_DECLARE_ATTRIBUTE(DiskTypeEnum,cd_type)
+ BOOST_MSM_EUML_ATTRIBUTES((attributes_ << cd_name << cd_type ), cd_detected_attributes)
+ BOOST_MSM_EUML_EVENT_WITH_ATTRIBUTES(cd_detected,cd_detected_attributes)
+
+ // Flags. Allow information about a property of the current state
+ BOOST_MSM_EUML_FLAG(PlayingPaused)
+ BOOST_MSM_EUML_FLAG(CDLoaded)
+ BOOST_MSM_EUML_FLAG(FirstSongPlaying)
+
+ // Concrete FSM implementation
+ // The list of FSM states
+ BOOST_MSM_EUML_STATE(( Empty_Entry,
+ Empty_Exit,
+ attributes_ << no_attributes_,
+ configure_ << no_configure_
+ ),
+ Empty)
+
+ BOOST_MSM_EUML_STATE(( Open_Entry,
+ Open_Exit,
+ attributes_ << no_attributes_,
+ configure_<< CDLoaded // flag state with CDLoaded
+ ),
+ Open)
+
+ BOOST_MSM_EUML_STATE(( Stopped_Entry,
+ Stopped_Exit,
+ attributes_ << no_attributes_,
+ configure_<< CDLoaded // flag state with CDLoaded
+ ),
+ Stopped)
+
+ // state not defining any entry or exit
+ BOOST_MSM_EUML_STATE(( no_action,
+ no_action,
+ attributes_ << no_attributes_,
+ configure_<< PlayingPaused << CDLoaded // flag state with CDLoaded and PlayingPaused
+ ),
+ Paused)
+
+ BOOST_MSM_EUML_STATE(( AllOk_Entry,AllOk_Exit ),AllOk)
+
+ // a terminate state
+ //BOOST_MSM_EUML_TERMINATE_STATE(( ErrorMode_Entry,ErrorMode_Exit ),ErrorMode)
+ // or as an interrupt state
+ BOOST_MSM_EUML_INTERRUPT_STATE(( end_error,ErrorMode_Entry,ErrorMode_Exit ),ErrorMode)
+
+ // Playing is now a state machine itself.
+
+ // It has 3 substates
+ BOOST_MSM_EUML_STATE(( Song1_Entry,
+ Song1_Exit,
+ attributes_ << no_attributes_,
+ configure_<< FirstSongPlaying ),Song1)
+
+ BOOST_MSM_EUML_STATE(( Song2_Entry,Song2_Exit ),Song2)
+ BOOST_MSM_EUML_STATE(( Song3_Entry,Song3_Exit ),Song3)
+
+
+ // Playing has a transition table
+ BOOST_MSM_EUML_TRANSITION_TABLE((
+ // +------------------------------------------------------------------------------+
+ Song2 == Song1 + next_song / start_next_song,
+ Song1 == Song2 + previous_song / start_prev_song,
+ Song3 == Song2 + next_song / start_next_song,
+ Song2 == Song3 + previous_song / start_prev_song
+ // +------------------------------------------------------------------------------+
+ ),playing_transition_table )
+
+ BOOST_MSM_EUML_DECLARE_STATE_MACHINE( (playing_transition_table, //STT
+ init_ << Song1, // Init State
+ no_action, // entry
+ no_action, // exit
+ attributes_ << no_attributes_, //attributes
+ configure_<< PlayingPaused << CDLoaded //flags
+ ),Playing_)
+
+ // choice of back-end
+ typedef msm::back::state_machine<Playing_> Playing_type;
+ Playing_type const Playing;
+
+ // guard conditions
+ BOOST_MSM_EUML_ACTION(good_disk_format)
+ {
+ template <class FSM,class EVT,class SourceState,class TargetState>
+ bool operator()(EVT const& evt,FSM&,SourceState& ,TargetState& )
+ {
+ // to test a guard condition, let's say we understand only CDs, not DVD
+ if (evt.get_attribute(cd_type)!=DISK_CD)
+ {
+ std::cout << "wrong disk, sorry" << std::endl;
+ // just for logging, does not block any transition
+ return true;
+ }
+ std::cout << "good disk" << std::endl;
+ return true;
+ }
+ };
+ // replaces the old transition table
+ BOOST_MSM_EUML_TRANSITION_TABLE((
+ Playing == Stopped + play / start_playback ,
+ Playing == Paused + end_pause / resume_playback ,
+ // +------------------------------------------------------------------------------+
+ Empty == Open + open_close / close_drawer,
+ // we now defer using the defer_ function. This will need deferred_events as config (see below)
+ Empty + play / defer_ ,
+ // +------------------------------------------------------------------------------+
+ Open == Empty + open_close / open_drawer ,
+ Open == Paused + open_close / stop_and_open ,
+ Open == Stopped + open_close / open_drawer ,
+ Open == Playing + open_close / stop_and_open ,
+ // we now defer using the defer_ function. This will need deferred_events as config (see below)
+ Open + play / defer_ ,
+ // +------------------------------------------------------------------------------+
+ Paused == Playing + pause / pause_playback ,
+ // +------------------------------------------------------------------------------+
+ Stopped == Playing + stop / stop_playback ,
+ Stopped == Paused + stop / stop_playback ,
+ Stopped == Empty + cd_detected [good_disk_format&&
+ (event_(cd_type)==Int_<DISK_CD>())]
+ / (store_cd_info,process_(play)),
+ Stopped == Stopped + stop ,
+ ErrorMode == AllOk + error_found / report_error ,
+ AllOk == ErrorMode+ end_error / report_end_error
+ // +------------------------------------------------------------------------------+
+ ),transition_table)
+
+ // create a state machine "on the fly"
+ BOOST_MSM_EUML_DECLARE_STATE_MACHINE(( transition_table, //STT
+ init_ << Empty << AllOk, // Init State
+ no_action, // Entry
+ no_action, // Exit
+ attributes_ << no_attributes_, // Attributes
+ configure_ << deferred_events, // configuration
+ Log_No_Transition // no_transition handler
+ ),
+ player_) //fsm name
+
+ // choice of back-end
+ typedef msm::back::state_machine<player_> player;
+
+ //
+ // Testing utilities.
+ //
+ static char const* const state_names[] = { "Stopped", "Paused", "Open", "Empty", "Playing","AllOk","ErrorMode" };
+ void pstate(player const& p)
+ {
+ // we have now several active states, which we show
+ for (unsigned int i=0;i<player::nr_regions::value;++i)
+ {
+ std::cout << " -> " << state_names[p.current_state()[i]] << std::endl;
+ }
+ }
+
+ void test()
+ {
+ player p;
+ // needed to start the highest-level SM. This will call on_entry and mark the start of the SM
+ p.start();
+
+ // tests some flags
+ std::cout << "CDLoaded active:" << std::boolalpha
+ << p.is_flag_active<BOOST_MSM_EUML_FLAG_NAME(CDLoaded)>() << std::endl; //=> false (no CD yet)
+ // go to Open, call on_exit on Empty, then action, then on_entry on Open
+ p.process_event(open_close); pstate(p);
+ p.process_event(open_close); pstate(p);
+ // will be rejected, wrong disk type
+ p.process_event(
+ cd_detected("louie, louie",DISK_DVD)); pstate(p);
+ p.process_event(
+ cd_detected("louie, louie",DISK_CD)); pstate(p);
+ // no need to call play as the previous event does it in its action method
+ //p.process_event(play);
+
+ // at this point, Play is active
+ p.process_event(pause); pstate(p);
+ std::cout << "PlayingPaused active:" << std::boolalpha
+ << p.is_flag_active<BOOST_MSM_EUML_FLAG_NAME(PlayingPaused)>() << std::endl;//=> true
+
+ // go back to Playing
+ p.process_event(end_pause); pstate(p);
+ p.process_event(pause); pstate(p);
+ p.process_event(stop); pstate(p);
+ std::cout << "PlayingPaused active:" << std::boolalpha
+ << p.is_flag_active<BOOST_MSM_EUML_FLAG_NAME(PlayingPaused)>() << std::endl;//=> false
+ std::cout << "CDLoaded active:" << std::boolalpha
+ << p.is_flag_active<BOOST_MSM_EUML_FLAG_NAME(CDLoaded)>() << std::endl;//=> true
+ // by default, the flags are OR'ed but you can also use AND. Then the flag must be present in
+ // all of the active states
+ std::cout << "CDLoaded active with AND:" << std::boolalpha
+ << p.is_flag_active<BOOST_MSM_EUML_FLAG_NAME(CDLoaded),player::Flag_AND>() << std::endl;//=> false
+
+ // event leading to the same state
+ // no action method called as none is defined in the transition table
+ p.process_event(stop); pstate(p);
+
+ // event leading to a terminal/interrupt state
+ p.process_event(error_found); pstate(p);
+ // try generating more events
+ std::cout << "Trying to generate another event" << std::endl; // will not work, fsm is terminated or interrupted
+ p.process_event(play);pstate(p);
+ std::cout << "Trying to end the error" << std::endl; // will work only if ErrorMode is interrupt state
+ p.process_event(end_error);pstate(p);
+ std::cout << "Trying to generate another event" << std::endl; // will work only if ErrorMode is interrupt state
+ p.process_event(play);pstate(p);
+ }
+}
+
+int main()
+{
+ test();
+ return 0;
+}
diff --git a/libs/msm/doc/HTML/examples/ParsingDigits.cpp b/libs/msm/doc/HTML/examples/ParsingDigits.cpp
new file mode 100644
index 0000000000..6dadb4d53e
--- /dev/null
+++ b/libs/msm/doc/HTML/examples/ParsingDigits.cpp
@@ -0,0 +1,479 @@
+// 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)
+
+#define FUSION_MAX_VECTOR_SIZE 20
+
+#include <boost/msm/back/state_machine.hpp>
+#include "char_event_dispatcher.hpp"
+#include <boost/msm/front/state_machine_def.hpp>
+#include <boost/msm/front/functor_row.hpp>
+#include <boost/timer.hpp>
+
+namespace msm = boost::msm;
+namespace mpl = boost::mpl;
+using namespace msm::front;
+
+#include <iostream>
+#ifdef WIN32
+#include "windows.h"
+#else
+#include <sys/time.h>
+#endif
+
+// events
+struct end_sub {template <class Event> end_sub(Event const&){}};
+struct other_char {};
+struct default_char {};
+struct eos {};
+
+
+namespace test_fsm // Concrete FSM implementation
+{
+ // Concrete FSM implementation
+ struct parsing_ : public msm::front::state_machine_def<parsing_>
+ {
+ // no need for exception handling or message queue
+ typedef int no_exception_thrown;
+ typedef int no_message_queue;
+
+ struct Waiting : public msm::front::state<>
+ {
+ // optional entry/exit methods
+ //template <class Event,class FSM>
+ //void on_entry(Event const&,FSM& ) {std::cout << "entering: Waiting" << std::endl;}
+ //template <class Event,class FSM>
+ //void on_exit(Event const&,FSM& ) {std::cout << "leaving: Waiting" << std::endl;}
+ };
+ struct Digit1 : public msm::front::state<>
+ {
+ // optional entry/exit methods
+ //template <class Event,class FSM>
+ //void on_entry(Event const&,FSM& ) {std::cout << "entering: Digit1" << std::endl;}
+ //template <class Event,class FSM>
+ //void on_exit(Event const&,FSM& ) {std::cout << "leaving: Digit1" << std::endl;}
+ };
+ struct Digit2 : public msm::front::state<>
+ {
+ // optional entry/exit methods
+ //template <class Event,class FSM>
+ //void on_entry(Event const&,FSM& ) {std::cout << "entering: Digit2" << std::endl;}
+ //template <class Event,class FSM>
+ //void on_exit(Event const&,FSM& ) {std::cout << "leaving: Digit2" << std::endl;}
+ };
+ struct Digit3 : public msm::front::state<>
+ {
+ // optional entry/exit methods
+ //template <class Event,class FSM>
+ //void on_entry(Event const&,FSM& ) {std::cout << "entering: Digit3" << std::endl;}
+ //template <class Event,class FSM>
+ //void on_exit(Event const&,FSM& ) {std::cout << "leaving: Digit3" << std::endl;}
+ };
+ struct Digit4 : public msm::front::state<>
+ {
+ // optional entry/exit methods
+ //template <class Event,class FSM>
+ //void on_entry(Event const&,FSM& ) {std::cout << "entering: Digit4" << std::endl;}
+ //template <class Event,class FSM>
+ //void on_exit(Event const&,FSM& ) {std::cout << "leaving: Digit4" << std::endl;}
+ };
+ struct MinusChar1 : public msm::front::state<>
+ {
+ // optional entry/exit methods
+ //template <class Event,class FSM>
+ //void on_entry(Event const&,FSM& ) {std::cout << "entering: MinusChar1" << std::endl;}
+ //template <class Event,class FSM>
+ //void on_exit(Event const&,FSM& ) {std::cout << "leaving: MinusChar1" << std::endl;}
+ };
+ struct Digit5 : public msm::front::state<>
+ {
+ // optional entry/exit methods
+ //template <class Event,class FSM>
+ //void on_entry(Event const&,FSM& ) {std::cout << "entering: Digit5" << std::endl;}
+ //template <class Event,class FSM>
+ //void on_exit(Event const&,FSM& ) {std::cout << "leaving: Digit5" << std::endl;}
+ };
+ struct Digit6 : public msm::front::state<>
+ {
+ // optional entry/exit methods
+ //template <class Event,class FSM>
+ //void on_entry(Event const&,FSM& ) {std::cout << "entering: Digit6" << std::endl;}
+ //template <class Event,class FSM>
+ //void on_exit(Event const&,FSM& ) {std::cout << "leaving: Digit6" << std::endl;}
+ };
+ struct Digit7 : public msm::front::state<>
+ {
+ // optional entry/exit methods
+ //template <class Event,class FSM>
+ //void on_entry(Event const&,FSM& ) {std::cout << "entering: Digit7" << std::endl;}
+ //template <class Event,class FSM>
+ //void on_exit(Event const&,FSM& ) {std::cout << "leaving: Digit7" << std::endl;}
+ };
+ struct Digit8 : public msm::front::state<>
+ {
+ // optional entry/exit methods
+ //template <class Event,class FSM>
+ //void on_entry(Event const&,FSM& ) {std::cout << "entering: Digit8" << std::endl;}
+ //template <class Event,class FSM>
+ //void on_exit(Event const&,FSM& ) {std::cout << "leaving: Digit8" << std::endl;}
+ };
+ struct MinusChar2 : public msm::front::state<>
+ {
+ // optional entry/exit methods
+ //template <class Event,class FSM>
+ //void on_entry(Event const&,FSM& ) {std::cout << "entering: MinusChar2" << std::endl;}
+ //template <class Event,class FSM>
+ //void on_exit(Event const&,FSM& ) {std::cout << "leaving: MinusChar2" << std::endl;}
+ };
+ struct Digit9 : public msm::front::state<>
+ {
+ // optional entry/exit methods
+ //template <class Event,class FSM>
+ //void on_entry(Event const&,FSM& ) {std::cout << "entering: Digit9" << std::endl;}
+ //template <class Event,class FSM>
+ //void on_exit(Event const&,FSM& ) {std::cout << "leaving: Digit9" << std::endl;}
+ };
+ struct Digit10 : public msm::front::state<>
+ {
+ // optional entry/exit methods
+ //template <class Event,class FSM>
+ //void on_entry(Event const&,FSM& ) {std::cout << "entering: Digit10" << std::endl;}
+ //template <class Event,class FSM>
+ //void on_exit(Event const&,FSM& ) {std::cout << "leaving: Digit10" << std::endl;}
+ };
+ struct Digit11 : public msm::front::state<>
+ {
+ // optional entry/exit methods
+ //template <class Event,class FSM>
+ //void on_entry(Event const&,FSM& ) {std::cout << "entering: Digit11" << std::endl;}
+ //template <class Event,class FSM>
+ //void on_exit(Event const&,FSM& ) {std::cout << "leaving: Digit11" << std::endl;}
+ };
+ struct Digit12 : public msm::front::state<>
+ {
+ // optional entry/exit methods
+ //template <class Event,class FSM>
+ //void on_entry(Event const&,FSM& ) {std::cout << "entering: Digit12" << std::endl;}
+ //template <class Event,class FSM>
+ //void on_exit(Event const&,FSM& ) {std::cout << "leaving: Digit12" << std::endl;}
+ };
+ struct MinusChar3 : public msm::front::state<>
+ {
+ // optional entry/exit methods
+ //template <class Event,class FSM>
+ //void on_entry(Event const&,FSM& ) {std::cout << "entering: MinusChar3" << std::endl;}
+ //template <class Event,class FSM>
+ //void on_exit(Event const&,FSM& ) {std::cout << "leaving: MinusChar3" << std::endl;}
+ };
+ struct Digit13 : public msm::front::state<>
+ {
+ // optional entry/exit methods
+ //template <class Event,class FSM>
+ //void on_entry(Event const&,FSM& ) {std::cout << "entering: Digit13" << std::endl;}
+ //template <class Event,class FSM>
+ //void on_exit(Event const&,FSM& ) {std::cout << "leaving: Digit13" << std::endl;}
+ };
+ struct Digit14 : public msm::front::state<>
+ {
+ // optional entry/exit methods
+ //template <class Event,class FSM>
+ //void on_entry(Event const&,FSM& ) {std::cout << "entering: Digit14" << std::endl;}
+ //template <class Event,class FSM>
+ //void on_exit(Event const&,FSM& ) {std::cout << "leaving: Digit14" << std::endl;}
+ };
+ struct Digit15 : public msm::front::state<>
+ {
+ // optional entry/exit methods
+ //template <class Event,class FSM>
+ //void on_entry(Event const&,FSM& ) {std::cout << "entering: Digit15" << std::endl;}
+ //template <class Event,class FSM>
+ //void on_exit(Event const&,FSM& ) {std::cout << "leaving: Digit15" << std::endl;}
+ };
+ //struct Start : public msm::front::state<> {};
+ struct Parsed : public msm::front::state<> {};
+ //struct Failed : public msm::front::state<> {};
+
+ // the initial state of the player SM. Must be defined
+ typedef Waiting initial_state;
+ // transition actions
+ struct test_fct
+ {
+ template <class FSM,class EVT,class SourceState,class TargetState>
+ void operator()(EVT const& ,FSM&,SourceState& ,TargetState& )
+ {
+ std::cout << "Parsed!" << std::endl;
+ }
+ };
+
+ // guard conditions
+
+
+ // Transition table for parsing_
+ struct transition_table : mpl::vector<
+ // Start Event Next Action Guard
+ // +-------------+-------------------+---------+---------------------+----------------------+
+ Row < Waiting , digit , Digit1 >,
+ Row < Digit1 , digit , Digit2 >,
+ Row < Digit2 , digit , Digit3 >,
+ Row < Digit3 , digit , Digit4 >,
+ Row < Digit4 , event_char<'-'> , MinusChar1 >,
+ Row < MinusChar1 , digit , Digit5 >,
+ Row < Digit5 , digit , Digit6 >,
+ Row < Digit6 , digit , Digit7 >,
+ Row < Digit7 , digit , Digit8 >,
+ Row < Digit8 , event_char<'-'> , MinusChar2 >,
+ Row < MinusChar2 , digit , Digit9 >,
+ Row < Digit9 , digit , Digit10 >,
+ Row < Digit10 , digit , Digit11 >,
+ Row < Digit11 , digit , Digit12 >,
+ Row < Digit12 , event_char<'-'> , MinusChar3 >,
+ Row < MinusChar3 , digit , Digit13 >,
+ Row < Digit13 , digit , Digit14 >,
+ Row < Digit14 , digit , Digit15 >,
+ Row < Digit15 , eos , Parsed >,
+ Row < Parsed , eos , Waiting >
+ // +---------+-------------+---------+---------------------+----------------------+
+ > {};
+
+
+ // 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<parsing_> parsing;
+}
+
+#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
+
+// This declares the statically-initialized char_event_dispatcher instance.
+template <class Fsm>
+const msm::back::char_event_dispatcher<Fsm>
+msm::back::char_event_dispatcher<Fsm>::instance;
+
+struct Parser
+{
+ Parser():p(){p.start();}
+ void new_char(char c)
+ {
+ typedef msm::back::char_event_dispatcher<test_fsm::parsing> table;
+ table::instance.process_event(p,c);
+ }
+ void finish_string(){p.process_event(eos());}
+ void reinit(){p.process_event(eos());}
+ test_fsm::parsing p;
+};
+
+void msm_match(const char* input)
+{
+ test_fsm::parsing p;
+ p.start();
+
+ int j=0;
+ while(input[j])
+ //for (size_t j=0;j<len;++j)
+ {
+ switch (input[j])
+ {
+ case '0':
+ p.process_event(char_0());
+ break;
+ case '1':
+ p.process_event(char_1());
+ break;
+ case '2':
+ p.process_event(char_2());
+ break;
+ case '3':
+ p.process_event(char_3());
+ break;
+ case '4':
+ p.process_event(char_4());
+ break;
+ case '5':
+ p.process_event(char_5());
+ break;
+ case '6':
+ p.process_event(char_6());
+ break;
+ case '7':
+ p.process_event(char_7());
+ break;
+ case '8':
+ p.process_event(char_8());
+ break;
+ case '9':
+ p.process_event(char_9());
+ break;
+ case '-':
+ p.process_event(event_char<'-'>());
+ break;
+ default:
+ p.process_event(default_char());
+ break;
+ }
+ ++j;
+ }
+ p.process_event(eos());
+ p.process_event(eos());
+}
+
+double time_match(const char* text)
+{
+ boost::timer tim;
+ int iter = 1;
+ int counter, repeats;
+ double result = 0;
+ double run;
+ do
+ {
+ tim.restart();
+ for(counter = 0; counter < iter; ++counter)
+ {
+ msm_match( text);
+ }
+ result = tim.elapsed();
+ iter *= 2;
+ } while(result < 0.5);
+ iter /= 2;
+
+ // repeat test and report least value for consistency:
+ for(repeats = 0; repeats < 10; ++repeats)
+ {
+ tim.restart();
+ for(counter = 0; counter < iter; ++counter)
+ {
+ msm_match( text);
+ }
+ run = tim.elapsed();
+ result = (std::min)(run, result);
+ }
+ return result / iter;
+}
+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::parsing p;
+ p.start();
+ const char* input = "1234-5678-1234-456";
+ size_t len = strlen(input);
+ // for timing
+#ifdef WIN32
+ ::QueryPerformanceCounter(&li);
+#else
+ gettimeofday(&tv1,NULL);
+#endif
+ for (int i=0;i<1000;++i)
+ {
+ int j=0;
+ while(input[j])
+ //for (size_t j=0;j<len;++j)
+ {
+ switch (input[j])
+ {
+ case '0':
+ p.process_event(char_0());
+ break;
+ case '1':
+ p.process_event(char_1());
+ break;
+ case '2':
+ p.process_event(char_2());
+ break;
+ case '3':
+ p.process_event(char_3());
+ break;
+ case '4':
+ p.process_event(char_4());
+ break;
+ case '5':
+ p.process_event(char_5());
+ break;
+ case '6':
+ p.process_event(char_6());
+ break;
+ case '7':
+ p.process_event(char_7());
+ break;
+ case '8':
+ p.process_event(char_8());
+ break;
+ case '9':
+ p.process_event(char_9());
+ break;
+ case '-':
+ p.process_event(event_char<'-'>());
+ break;
+ default:
+ p.process_event(default_char());
+ break;
+ }
+ ++j;
+ }
+ p.process_event(eos());
+ p.process_event(eos());
+ }
+#ifdef WIN32
+ ::QueryPerformanceCounter(&li2);
+#else
+ gettimeofday(&tv2,NULL);
+#endif
+#ifdef WIN32
+ std::cout << "msm(1) took in s:" << (double)(li2.QuadPart-li.QuadPart)/res.QuadPart <<"\n" <<std::endl;
+#else
+ std::cout << "msm(1) took in us:" << mtime(tv1,tv2) <<"\n" <<std::endl;
+#endif
+
+ Parser parse;
+ // for timing
+#ifdef WIN32
+ ::QueryPerformanceCounter(&li);
+#else
+ gettimeofday(&tv1,NULL);
+#endif
+ for (int i=0;i<1000;++i)
+ {
+ for (size_t j=0;j<len;++j)
+ {
+ parse.new_char(input[j]);
+ }
+ parse.finish_string();
+ parse.reinit();
+ }
+#ifdef WIN32
+ ::QueryPerformanceCounter(&li2);
+#else
+ gettimeofday(&tv2,NULL);
+#endif
+#ifdef WIN32
+ std::cout << "msm(2) took in s:" << (double)(li2.QuadPart-li.QuadPart)/res.QuadPart <<"\n" <<std::endl;
+#else
+ std::cout << "msm(2) took in us:" << mtime(tv1,tv2) <<"\n" <<std::endl;
+#endif
+ std::cout << "msm(3) took in s:" << time_match(input) <<"\n" <<std::endl;
+ return 0;
+}
+
diff --git a/libs/msm/doc/HTML/examples/SCComposite.cpp b/libs/msm/doc/HTML/examples/SCComposite.cpp
new file mode 100644
index 0000000000..7a98fdabb6
--- /dev/null
+++ b/libs/msm/doc/HTML/examples/SCComposite.cpp
@@ -0,0 +1,207 @@
+// 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/statechart/event.hpp>
+#include <boost/statechart/state_machine.hpp>
+#include <boost/statechart/simple_state.hpp>
+#include <boost/statechart/transition.hpp>
+#include "boost/mpl/list.hpp"
+
+#include <vector>
+
+#include <iostream>
+#ifdef WIN32
+#include "windows.h"
+#else
+#include <sys/time.h>
+#endif
+
+namespace sc = boost::statechart;
+namespace mpl = boost::mpl;
+
+namespace test_sc
+{
+
+ //events
+ struct play : sc::event< play > {};
+ struct end_pause : sc::event< end_pause > {};
+ struct stop : sc::event< stop > {};
+ struct pause : sc::event< pause > {};
+ struct open_close : sc::event< open_close > {};
+ struct cd_detected : sc::event< cd_detected > {};
+ struct NextSong: sc::event< NextSong > {};
+ struct PreviousSong : sc::event< PreviousSong >{};
+
+ struct Empty;
+ struct Open;
+ struct Stopped;
+ struct Playing;
+ struct Paused;
+ // SM
+ struct player : sc::state_machine< player, Empty >
+ {
+ void open_drawer(open_close const&) { /*std::cout << "player::open_drawer\n";*/ }
+ void store_cd_info(cd_detected const& cd) {/*std::cout << "player::store_cd_info\n";*/ }
+ void close_drawer(open_close const&) { /*std::cout << "player::close_drawer\n";*/ }
+ void start_playback(play const&) { /*std::cout << "player::start_playback\n";*/ }
+ void stopped_again(stop const&) {/*std::cout << "player::stopped_again\n";*/}
+ void stop_playback(stop const&) { /*std::cout << "player::stop_playback\n";*/ }
+ void pause_playback(pause const&) { /*std::cout << "player::pause_playback\n"; */}
+ void stop_and_open(open_close const&) { /*std::cout << "player::stop_and_open\n";*/ }
+ void resume_playback(end_pause const&) { /*std::cout << "player::resume_playback\n";*/ }
+ };
+
+ struct Empty : sc::simple_state< Empty, player >
+ {
+ Empty() { /*std::cout << "entering Empty" << std::endl;*/ } // entry
+ ~Empty() { /*std::cout << "leaving Empty" << std::endl;*/ } // exit
+ typedef mpl::list<
+ sc::transition< open_close, Open,
+ player, &player::open_drawer >,
+ sc::transition< cd_detected, Stopped,
+ player, &player::store_cd_info > > reactions;
+
+ };
+ struct Open : sc::simple_state< Open, player >
+ {
+ Open() { /*std::cout << "entering Open" << std::endl;*/ } // entry
+ ~Open() { /*std::cout << "leaving Open" << std::endl;*/ } // exit
+ typedef sc::transition< open_close, Empty,
+ player, &player::close_drawer > reactions;
+
+ };
+ struct Stopped : sc::simple_state< Stopped, player >
+ {
+ Stopped() { /*std::cout << "entering Stopped" << std::endl;*/ } // entry
+ ~Stopped() { /*std::cout << "leaving Stopped" << std::endl;*/ } // exit
+ typedef mpl::list<
+ sc::transition< play, Playing,
+ player, &player::start_playback >,
+ sc::transition< open_close, Open,
+ player, &player::open_drawer >,
+ sc::transition< stop, Stopped,
+ player, &player::stopped_again > > reactions;
+
+ };
+ struct Song1;
+ struct Playing : sc::simple_state< Playing, player,Song1 >
+ {
+ Playing() { /*std::cout << "entering Playing" << std::endl;*/ } // entry
+ ~Playing() { /*std::cout << "leaving Playing" << std::endl;*/ } // exit
+ typedef mpl::list<
+ sc::transition< stop, Stopped,
+ player, &player::stop_playback >,
+ sc::transition< pause, Paused,
+ player, &player::pause_playback >,
+ sc::transition< open_close, Open,
+ player, &player::stop_and_open > > reactions;
+ 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";*/ }
+ };
+ struct Song2;
+ struct Song1 : sc::simple_state< Song1, Playing >
+ {
+ Song1() { /*std::cout << "entering Song1" << std::endl;*/ } // entry
+ ~Song1() { /*std::cout << "leaving Song1" << std::endl;*/ } // exit
+ typedef sc::transition< NextSong, Song2,
+ Playing, &Playing::start_next_song > reactions;
+ };
+ struct Song3;
+ struct Song2 : sc::simple_state< Song2, Playing >
+ {
+ Song2() { /*std::cout << "entering Song2" << std::endl;*/ } // entry
+ ~Song2() { /*std::cout << "leaving Song2" << std::endl;*/ } // exit
+ typedef mpl::list<
+ sc::transition< NextSong, Song3,
+ Playing, &Playing::start_next_song >,
+ sc::transition< PreviousSong, Song1,
+ Playing, &Playing::start_prev_song > > reactions;
+ };
+ struct Song3 : sc::simple_state< Song3, Playing >
+ {
+ Song3() { /*std::cout << "entering Song3" << std::endl;*/ } // entry
+ ~Song3() { /*std::cout << "leaving Song3" << std::endl;*/ } // exit
+ typedef sc::transition< PreviousSong, Song2,
+ Playing, &Playing::start_prev_song > reactions;
+ };
+ struct Paused : sc::simple_state< Paused, player >
+ {
+ Paused() { /*std::cout << "entering Paused" << std::endl;*/ } // entry
+ ~Paused() { /*std::cout << "leaving Paused" << std::endl;*/ } // exit
+ typedef mpl::list<
+ sc::transition< end_pause, Playing,
+ player, &player::resume_playback >,
+ sc::transition< stop, Stopped,
+ player, &player::stop_playback >,
+ sc::transition< open_close, Open,
+ player, &player::stop_and_open > > reactions;
+ };
+}
+
+
+#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()
+{
+ test_sc::player p;
+ p.initiate();
+ // for timing
+#ifdef WIN32
+ LARGE_INTEGER res;
+ ::QueryPerformanceFrequency(&res);
+ LARGE_INTEGER li,li2;
+ ::QueryPerformanceCounter(&li);
+#else
+ struct timeval tv1,tv2;
+ gettimeofday(&tv1,NULL);
+#endif
+
+ for (int i=0;i<100;++i)
+ {
+ p.process_event(test_sc::open_close());
+ p.process_event(test_sc::open_close());
+ p.process_event(test_sc::cd_detected());
+ p.process_event(test_sc::play());
+ for (int j=0;j<100;++j)
+ {
+ p.process_event(test_sc::NextSong());
+ p.process_event(test_sc::NextSong());
+ p.process_event(test_sc::PreviousSong());
+ p.process_event(test_sc::PreviousSong());
+ }
+
+ p.process_event(test_sc::pause());
+ // go back to Playing
+ p.process_event(test_sc::end_pause());
+ p.process_event(test_sc::pause());
+ p.process_event(test_sc::stop());
+ // event leading to the same state
+ p.process_event(test_sc::stop());
+ p.process_event(test_sc::open_close());
+ p.process_event(test_sc::open_close());
+ }
+#ifdef WIN32
+ ::QueryPerformanceCounter(&li2);
+#else
+ gettimeofday(&tv2,NULL);
+#endif
+#ifdef WIN32
+ std::cout << "sc took in s:" << (double)(li2.QuadPart-li.QuadPart)/res.QuadPart <<"\n" <<std::endl;
+#else
+ std::cout << "sc took in us:" << mtime(tv1,tv2) <<"\n" <<std::endl;
+#endif
+ return 0;
+}
+
diff --git a/libs/msm/doc/HTML/examples/SCSimple.cpp b/libs/msm/doc/HTML/examples/SCSimple.cpp
new file mode 100644
index 0000000000..0d1dddb6e2
--- /dev/null
+++ b/libs/msm/doc/HTML/examples/SCSimple.cpp
@@ -0,0 +1,169 @@
+// 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/statechart/event.hpp>
+#include <boost/statechart/state_machine.hpp>
+#include <boost/statechart/simple_state.hpp>
+#include <boost/statechart/transition.hpp>
+#include "boost/mpl/list.hpp"
+
+#include <vector>
+
+#include <iostream>
+#ifdef WIN32
+#include "windows.h"
+#else
+#include <sys/time.h>
+#endif
+
+namespace sc = boost::statechart;
+namespace mpl = boost::mpl;
+
+namespace test_sc
+{
+
+ //events
+ struct play : sc::event< play > {};
+ struct end_pause : sc::event< end_pause > {};
+ struct stop : sc::event< stop > {};
+ struct pause : sc::event< pause > {};
+ struct open_close : sc::event< open_close > {};
+ struct cd_detected : sc::event< cd_detected > {};
+
+
+ struct Empty;
+ struct Open;
+ struct Stopped;
+ struct Playing;
+ struct Paused;
+ // SM
+ struct player : sc::state_machine< player, Empty >
+ {
+ void open_drawer(open_close const&) { /*std::cout << "player::open_drawer\n";*/ }
+ void store_cd_info(cd_detected const& cd) {/*std::cout << "player::store_cd_info\n";*/ }
+ void close_drawer(open_close const&) { /*std::cout << "player::close_drawer\n";*/ }
+ void start_playback(play const&) { /*std::cout << "player::start_playback\n";*/ }
+ void stopped_again(stop const&) {/*std::cout << "player::stopped_again\n";*/}
+ void stop_playback(stop const&) { /*std::cout << "player::stop_playback\n";*/ }
+ void pause_playback(pause const&) { /*std::cout << "player::pause_playback\n"; */}
+ void stop_and_open(open_close const&) { /*std::cout << "player::stop_and_open\n";*/ }
+ void resume_playback(end_pause const&) { /*std::cout << "player::resume_playback\n";*/ }
+ };
+
+ struct Empty : sc::simple_state< Empty, player >
+ {
+ Empty() { /*std::cout << "entering Empty" << std::endl;*/ } // entry
+ ~Empty() { /*std::cout << "leaving Empty" << std::endl;*/ } // exit
+ typedef mpl::list<
+ sc::transition< open_close, Open,
+ player, &player::open_drawer >,
+ sc::transition< cd_detected, Stopped,
+ player, &player::store_cd_info > > reactions;
+
+ };
+ struct Open : sc::simple_state< Open, player >
+ {
+ Open() { /*std::cout << "entering Open" << std::endl;*/ } // entry
+ ~Open() { /*std::cout << "leaving Open" << std::endl;*/ } // exit
+ typedef sc::transition< open_close, Empty,
+ player, &player::close_drawer > reactions;
+
+ };
+ struct Stopped : sc::simple_state< Stopped, player >
+ {
+ Stopped() { /*std::cout << "entering Stopped" << std::endl;*/ } // entry
+ ~Stopped() { /*std::cout << "leaving Stopped" << std::endl;*/ } // exit
+ typedef mpl::list<
+ sc::transition< play, Playing,
+ player, &player::start_playback >,
+ sc::transition< open_close, Open,
+ player, &player::open_drawer >,
+ sc::transition< stop, Stopped,
+ player, &player::stopped_again > > reactions;
+
+ };
+ struct Playing : sc::simple_state< Playing, player >
+ {
+ Playing() { /*std::cout << "entering Playing" << std::endl;*/ } // entry
+ ~Playing() { /*std::cout << "leaving Playing" << std::endl;*/ } // exit
+ typedef mpl::list<
+ sc::transition< stop, Stopped,
+ player, &player::stop_playback >,
+ sc::transition< pause, Paused,
+ player, &player::pause_playback >,
+ sc::transition< open_close, Open,
+ player, &player::stop_and_open > > reactions;
+ };
+ struct Paused : sc::simple_state< Paused, player >
+ {
+ Paused() { /*std::cout << "entering Paused" << std::endl;*/ } // entry
+ ~Paused() { /*std::cout << "leaving Paused" << std::endl;*/ } // exit
+ typedef mpl::list<
+ sc::transition< end_pause, Playing,
+ player, &player::resume_playback >,
+ sc::transition< stop, Stopped,
+ player, &player::stop_playback >,
+ sc::transition< open_close, Open,
+ player, &player::stop_and_open > > reactions;
+ };
+}
+
+
+#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()
+{
+ test_sc::player p;
+ p.initiate();
+ // for timing
+#ifdef WIN32
+ LARGE_INTEGER res;
+ ::QueryPerformanceFrequency(&res);
+ LARGE_INTEGER li,li2;
+ ::QueryPerformanceCounter(&li);
+#else
+ struct timeval tv1,tv2;
+ gettimeofday(&tv1,NULL);
+#endif
+ for (int i=0;i<100;++i)
+ {
+ p.process_event(test_sc::open_close());
+ p.process_event(test_sc::open_close());
+ p.process_event(test_sc::cd_detected());
+ p.process_event(test_sc::play());
+ p.process_event(test_sc::pause());
+ // go back to Playing
+ p.process_event(test_sc::end_pause());
+ p.process_event(test_sc::pause());
+ p.process_event(test_sc::stop());
+ // event leading to the same state
+ p.process_event(test_sc::stop());
+ p.process_event(test_sc::open_close());
+ p.process_event(test_sc::open_close());
+ }
+#ifdef WIN32
+ ::QueryPerformanceCounter(&li2);
+#else
+ gettimeofday(&tv2,NULL);
+#endif
+#ifdef WIN32
+ std::cout << "sc took in s:" << (double)(li2.QuadPart-li.QuadPart)/res.QuadPart <<"\n" <<std::endl;
+#else
+ std::cout << "sc took in us:" << mtime(tv1,tv2) <<"\n" <<std::endl;
+#endif
+ return 0;
+}
+
diff --git a/libs/msm/doc/HTML/examples/SM-2Arg.cpp b/libs/msm/doc/HTML/examples/SM-2Arg.cpp
new file mode 100644
index 0000000000..58efb7917a
--- /dev/null
+++ b/libs/msm/doc/HTML/examples/SM-2Arg.cpp
@@ -0,0 +1,469 @@
+// 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 <iostream>
+#include <string>
+#include "boost/mpl/vector/vector30.hpp"
+
+#include <boost/msm/back/state_machine.hpp>
+#include <boost/msm/front/state_machine_def.hpp>
+#include <boost/msm/back/tools.hpp>
+
+using namespace std;
+namespace msm = boost::msm;
+
+namespace // Concrete FSM implementation
+{
+ // events
+ struct play {};
+ struct end_pause {};
+ struct stop {};
+ struct pause {};
+ struct open_close {};
+ struct NextSong {};
+ struct PreviousSong {};
+ struct ThreeSec {};
+ struct TenSec {};
+ struct go_sleep {};
+ struct error_found {};
+ struct end_error {};
+
+ // Flags. Allow information about a property of the current state
+ struct PlayingPaused{};
+ struct CDLoaded {};
+ struct FirstSongPlaying {};
+
+ // A "complicated" event type that carries some data.
+ struct cd_detected
+ {
+ cd_detected(std::string name)
+ : name(name)
+ {}
+
+ std::string name;
+ };
+ // an easy visitor
+ struct SomeVisitor
+ {
+ template <class T>
+ void visit_state(T* astate,int i)
+ {
+ std::cout << "visiting state:" << typeid(*astate).name()
+ << " with data:" << i << std::endl;
+ }
+ };
+ // overwrite of the base state (not default)
+ struct my_visitable_state
+ {
+ // signature of the accept function
+ typedef msm::back::args<void,SomeVisitor&,int> 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&,int) const {}
+ };
+
+ // Concrete FSM implementation
+ struct player_ : public msm::front::state_machine_def<player_,my_visitable_state>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "starting: player" << std::endl;}
+ // The list of FSM states
+ struct Empty : public msm::front::state<my_visitable_state>
+ {
+ typedef mpl::vector<play> deferred_events;
+ // every (optional) entry/exit methods get the event packed as boost::any. Not useful very often.
+ 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;}
+ void accept(SomeVisitor& vis,int i) const
+ {
+ vis.visit_state(this,i);
+ }
+ };
+ struct Open : public msm::front::state<my_visitable_state>
+ {
+ typedef mpl::vector1<CDLoaded> flag_list;
+ typedef mpl::vector<play> deferred_events;
+ 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;}
+ void accept(SomeVisitor& vis,int i) const
+ {
+ vis.visit_state(this,i);
+ }
+ };
+ // a state needing a pointer to the containing state machine
+ // and using for this the non-default policy
+ // if policy used, set_sm_ptr is needed
+ struct Stopped : public msm::front::state<my_visitable_state>
+ {
+ // when stopped, the CD is loaded
+ typedef mpl::vector1<CDLoaded> flag_list;
+ 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;}
+ };
+ // the player state machine contains a state which is himself a state machine
+ // it demonstrates Shallow History: if the state gets activated with end_pause
+ // then it will remember the last active state and reactivate it
+ // also possible: AlwaysHistory, the last active state will always be reactivated
+ // or NoHistory, always restart from the initial state
+ struct Playing_ : public msm::front::state_machine_def<Playing_,my_visitable_state >
+ {
+ // when playing, the CD is loaded and we are in either pause or playing (duh)
+ typedef mpl::vector2<PlayingPaused,CDLoaded> flag_list;
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "entering: Playing" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "leaving: Playing" << std::endl;}
+ void accept(SomeVisitor& vis,int i) const
+ {
+ // note that visiting will recursively visit sub-states
+ vis.visit_state(this,i);
+ }
+ // The list of FSM states
+ // the Playing state machine contains a state which is himself a state machine
+ // so we have a SM containing a SM containing a SM
+ struct Song1_ : public msm::front::state_machine_def<Song1_,my_visitable_state>
+ {
+ typedef mpl::vector1<FirstSongPlaying> flag_list;
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "starting: First song" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "finishing: First Song" << std::endl;}
+ void accept(SomeVisitor& vis,int i) const
+ {
+ vis.visit_state(this,i);
+ }
+ struct LightOn : public msm::front::state<my_visitable_state>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "starting: LightOn" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "finishing: LightOn" << std::endl;}
+ };
+ struct LightOff : public msm::front::state<my_visitable_state>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "starting: LightOff" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "finishing: LightOff" << std::endl;}
+ };
+ // the initial state. Must be defined
+ typedef LightOn initial_state;
+ // transition actions
+ void turn_light_off(ThreeSec const&) { std::cout << "3s off::turn light off\n"; }
+ // guard conditions
+
+ typedef Song1_ s; // makes transition table cleaner
+ // Transition table for Song1
+ struct transition_table : mpl::vector1<
+ // Start Event Next Action Guard
+ // +---------+-------------+---------+---------------------+----------------------+
+ a_row < LightOn , ThreeSec , LightOff, &s::turn_light_off >
+ // +---------+-------------+---------+---------------------+----------------------+
+ > {};
+ // 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<Song1_> Song1;
+
+ struct Song2 : public msm::front::state<my_visitable_state>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "starting: Second song" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "finishing: Second Song" << std::endl;}
+ };
+ struct Song3 : public msm::front::state<my_visitable_state>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "starting: Third song" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "finishing: Third Song" << std::endl;}
+ };
+ // 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_,msm::back::ShallowHistory<mpl::vector<end_pause> > > Playing;
+
+ // the player state machine contains a state which is himself a state machine (2 of them, Playing and Paused)
+ struct Paused_ : public msm::front::state_machine_def<Paused_,my_visitable_state>
+ {
+ typedef mpl::vector2<PlayingPaused,CDLoaded> flag_list;
+ 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 list of FSM states
+ struct StartBlinking : public msm::front::state<my_visitable_state>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "starting: StartBlinking" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "finishing: StartBlinking" << std::endl;}
+ };
+ struct StopBlinking : public msm::front::state<my_visitable_state>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "starting: StopBlinking" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "finishing: StopBlinking" << std::endl;}
+ };
+ // the initial state. Must be defined
+ typedef StartBlinking initial_state;
+ // transition actions
+ void start_blinking(TenSec const&) { std::cout << "Paused::start_blinking\n"; }
+ void stop_blinking(TenSec const&) { std::cout << "Paused::stop_blinking\n"; }
+ // guard conditions
+
+ typedef Paused_ pa; // makes transition table cleaner
+ // Transition table
+ struct transition_table : mpl::vector2<
+ // Start Event Next Action Guard
+ // +---------------+-------------+--------------+---------------------+----------------------+
+ a_row < StartBlinking , TenSec , StopBlinking , &pa::stop_blinking >,
+ a_row < StopBlinking , TenSec , StartBlinking , &pa::start_blinking >
+ // +---------------+-------------+---------------+--------------------+----------------------+
+ > {};
+ // 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<Paused_> Paused;
+
+ struct SleepMode : public msm::front::state<my_visitable_state>
+ {
+ }; // dummy state just to test the automatic id generation
+
+ struct AllOk : public msm::front::state<my_visitable_state>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "starting: AllOk" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "finishing: AllOk" << std::endl;}
+ };
+ struct ErrorMode : //public terminate_state<>
+ public msm::front::interrupt_state<end_error,my_visitable_state>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "starting: ErrorMode" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "finishing: ErrorMode" << std::endl;}
+ };
+
+ // the initial state of the player SM. Must be defined
+ typedef mpl::vector<Empty,AllOk> initial_state;
+ //typedef Empty initial_state; // this is to have only one active state
+
+ // transition actions
+ void start_playback(play const&) { std::cout << "player::start_playback\n"; }
+ void open_drawer(open_close const&) { std::cout << "player::open_drawer\n"; }
+ void close_drawer(open_close const&) { std::cout << "player::close_drawer\n"; }
+ void store_cd_info(cd_detected const&)
+ {
+ std::cout << "player::store_cd_info\n";
+ // generate another event to test the queue
+ //process_event(play());
+ }
+ void stop_playback(stop const&) { std::cout << "player::stop_playback\n"; }
+ void pause_playback(pause const&) { std::cout << "player::pause_playback\n"; }
+ void resume_playback(end_pause const&) { std::cout << "player::resume_playback\n"; }
+ void stop_and_open(open_close const&) { std::cout << "player::stop_and_open\n"; }
+ void stopped_again(stop const&){std::cout << "player::stopped_again\n";}
+ void start_sleep(go_sleep const&) { }
+ void report_error(error_found const&) {std::cout << "player::report_error\n";}
+ void report_end_error(end_error const&) {std::cout << "player::report_end_error\n";}
+ // 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 >,
+ a_row < Paused , go_sleep ,SleepMode, &p::start_sleep >,
+ // +---------+-------------+---------+---------------------+----------------------+
+ a_row < AllOk , error_found ,ErrorMode, &p::report_error >,
+ a_row <ErrorMode,end_error ,AllOk , &p::report_end_error >
+ // +---------+-------------+---------+---------------------+----------------------+
+ > {};
+
+ // 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;
+ }
+ };
+
+ // back-end
+ typedef msm::back::state_machine<player_> player;
+
+ //
+ // Testing utilities.
+ //
+
+ void pstate(player const& p)
+ {
+ static char const* const state_names[] = { "Stopped", "Open", "Empty", "Playing", "Paused","AllOk","ErrorMode","SleepMode" };
+ for (unsigned int i=0;i<player::nr_regions::value;++i)
+ {
+ std::cout << " -> " << state_names[p.current_state()[i]] << std::endl;
+ }
+ }
+ void test()
+ {
+ player p;
+ // needed to start the highest-level SM. This will call on_entry and mark the start of the SM
+ p.start();
+ std::cout << "CDLoaded active:" << std::boolalpha << p.is_flag_active<CDLoaded>() << std::endl; //=> false (no CD yet)
+
+ // test deferred event
+ // deferred in Empty and Open, will be handled only after event cd_detected
+ p.process_event(play());
+
+ // go to Open, call on_exit on Empty, then action, then on_entry on Open
+ p.process_event(open_close()); pstate(p);
+ // visiting Paused and AllOk, but only Paused cares
+ SomeVisitor vis;
+ p.visit_current_states(boost::ref(vis),1);
+ p.process_event(open_close()); pstate(p);
+ // visiting Empty and AllOk, but only Empty cares
+ p.visit_current_states(boost::ref(vis),2);
+
+
+ p.process_event(cd_detected("louie, louie"));
+ // no need to call play() as the previous event does it in its action method
+ //p.process_event(play());
+ // at this point, Play is active, along FirstSong and LightOn
+ pstate(p);
+ // visiting Playing+Song1 and AllOk, but only Playing+Song1 care
+ p.visit_current_states(boost::ref(vis),3);
+
+ std::cout << "PlayingPaused active:" << std::boolalpha << p.is_flag_active<PlayingPaused>() << std::endl;//=> true
+ // call on_exit on LightOn,FirstSong,Play like stated in the UML spec.
+ // and of course on_entry on Paused and StartBlinking
+ p.process_event(pause()); pstate(p);
+ std::cout << "PlayingPaused active:" << std::boolalpha << p.is_flag_active<PlayingPaused>() << std::endl;//=> true
+ // forward events to Paused
+ p.process_event(TenSec());
+ p.process_event(TenSec());
+ // go back to Playing
+ p.process_event(end_pause()); pstate(p);
+ std::cout << "FirstSong active:" << std::boolalpha << p.is_flag_active<FirstSongPlaying>() << std::endl; //=> true
+ p.process_event(ThreeSec()); pstate(p);
+ p.process_event(NextSong());pstate(p);
+ // We are now in second song, Flag inactive
+ std::cout << "FirstSong active:" << std::boolalpha << p.is_flag_active<FirstSongPlaying>() << std::endl;//=> false
+ // visiting Playing+Song2 and AllOk, but only Playing cares
+ p.visit_current_states(boost::ref(vis),4);
+
+ p.process_event(NextSong());pstate(p);
+ // 2nd song active
+ p.process_event(PreviousSong());pstate(p);
+ // Pause
+ p.process_event(pause()); pstate(p);
+ // go back to Playing
+ // but end_pause is an event activating the History
+ // => keep the last active State (SecondSong)
+ p.process_event(end_pause()); pstate(p);
+ // test of an event from a state to itself. According to UML spec, call again exit/entry from Stopped
+ p.process_event(stop()); pstate(p);
+ p.process_event(stop()); pstate(p);
+ std::cout << "CDLoaded active:" << std::boolalpha << p.is_flag_active<CDLoaded>() << std::endl;//=> true
+ std::cout << "PlayingPaused active:" << std::boolalpha << p.is_flag_active<PlayingPaused>() << std::endl;//=> false
+ std::cout << "FirstSong active:" << std::boolalpha << p.is_flag_active<FirstSongPlaying>() << std::endl;//=> false
+ std::cout << "CDLoaded active with AND:" << std::boolalpha << p.is_flag_active<CDLoaded,player::Flag_AND>() << std::endl;//=> false
+ std::cout << "CDLoaded active with OR:" << std::boolalpha << p.is_flag_active<CDLoaded,player::Flag_OR>() << std::endl;//=> true
+
+ // go back to Playing
+ // but play is not leading to Shallow History => do not remember the last active State (SecondSong)
+ // and activate again FirstSong and LightOn
+ p.process_event(play()); pstate(p);
+ p.process_event(error_found()); pstate(p);
+
+ // try generating more events
+ std::cout << "Trying to generate another event" << std::endl; // will not work, fsm is terminated or interrupted
+ p.process_event(NextSong());pstate(p);
+
+ std::cout << "Trying to end the error" << std::endl; // will work only if ErrorMode is interrupt state
+ p.process_event(end_error());pstate(p);
+ std::cout << "Trying to generate another event" << std::endl; // will work only if ErrorMode is interrupt state
+ p.process_event(NextSong());pstate(p);
+
+ std::cout << "Simulate error. Event play is not valid" << std::endl;
+ p.process_event(play()); pstate(p);
+ }
+}
+
+int main()
+{
+ test();
+ return 0;
+}
+
+
diff --git a/libs/msm/doc/HTML/examples/Serialize.cpp b/libs/msm/doc/HTML/examples/Serialize.cpp
new file mode 100644
index 0000000000..dc72c59eb5
--- /dev/null
+++ b/libs/msm/doc/HTML/examples/Serialize.cpp
@@ -0,0 +1,248 @@
+#include <iostream>
+// back-end
+#include <boost/msm/back/state_machine.hpp>
+//front-end
+#include <boost/msm/front/state_machine_def.hpp>
+
+// include headers that implement a archive in simple text format
+#include <boost/archive/text_oarchive.hpp>
+#include <boost/archive/text_iarchive.hpp>
+#include <boost/serialization/tracking.hpp>
+
+#include <fstream>
+
+
+namespace msm = boost::msm;
+namespace mpl = boost::mpl;
+
+
+namespace
+{
+ // events
+ struct play {};
+ struct end_pause {};
+ struct stop {};
+ struct pause {};
+ struct open_close {};
+
+ // A "complicated" event type that carries some data.
+ enum DiskTypeEnum
+ {
+ DISK_CD=0,
+ DISK_DVD=1
+ };
+ struct cd_detected
+ {
+ cd_detected(std::string name, DiskTypeEnum diskType)
+ : name(name),
+ disc_type(diskType)
+ {}
+
+ std::string name;
+ DiskTypeEnum disc_type;
+ };
+
+ // front-end: define the FSM structure
+ struct player_ : public msm::front::state_machine_def<player_>
+ {
+ //we might want to serialize some data contained by the front-end
+ int front_end_data;
+ player_():front_end_data(0){}
+ // to achieve this, ask for it
+ typedef int do_serialize;
+ // and provide a serialize
+ template<class Archive>
+ void serialize(Archive & ar, const unsigned int )
+ {
+ ar & front_end_data;
+ }
+ // The list of FSM states
+ struct Empty : public msm::front::state<>
+ {
+ // we want Empty to be serialized
+ typedef int do_serialize;
+ template<class Archive>
+ void serialize(Archive & ar, const unsigned int )
+ {
+ ar & some_dummy_data;
+ }
+ Empty():some_dummy_data(0){}
+ // every (optional) entry/exit methods get the event passed.
+ 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;}
+ int some_dummy_data;
+ };
+ 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;}
+ };
+
+ // sm_ptr still supported but deprecated as functors are a much better way to do the same thing
+ struct Stopped : public msm::front::state<msm::front::default_base_state,msm::front::sm_ptr>
+ {
+ 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;}
+ void set_sm_ptr(player_* pl)
+ {
+ m_player=pl;
+ }
+ player_* m_player;
+ };
+
+ struct Playing : public msm::front::state<>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "entering: Playing" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "leaving: Playing" << std::endl;}
+ };
+
+ // state not defining any entry or exit
+ struct Paused : public msm::front::state<>
+ {
+ };
+
+ // the initial state of the player SM. Must be defined
+ typedef Empty initial_state;
+
+ // transition actions
+ void start_playback(play const&) { std::cout << "player::start_playback\n"; }
+ void open_drawer(open_close const&) { std::cout << "player::open_drawer\n"; }
+ void close_drawer(open_close const&) { std::cout << "player::close_drawer\n"; }
+ void store_cd_info(cd_detected const&) { std::cout << "player::store_cd_info\n"; }
+ void stop_playback(stop const&) { std::cout << "player::stop_playback\n"; }
+ void pause_playback(pause const&) { std::cout << "player::pause_playback\n"; }
+ void resume_playback(end_pause const&) { std::cout << "player::resume_playback\n"; }
+ void stop_and_open(open_close const&) { std::cout << "player::stop_and_open\n"; }
+ void stopped_again(stop const&) {std::cout << "player::stopped_again\n";}
+ // guard conditions
+ bool good_disk_format(cd_detected const& evt)
+ {
+ // to test a guard condition, let's say we understand only CDs, not DVD
+ if (evt.disc_type != DISK_CD)
+ {
+ std::cout << "wrong disk, sorry" << std::endl;
+ return false;
+ }
+ return true;
+ }
+ // used to show a transition conflict. This guard will simply deactivate one transition and thus
+ // solve the conflict
+ bool auto_start(cd_detected const&)
+ {
+ return false;
+ }
+
+ 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 >,
+ _row < Stopped , stop , Stopped >,
+ // +---------+-------------+---------+---------------------+----------------------+
+ a_row < Open , open_close , Empty , &p::close_drawer >,
+ // +---------+-------------+---------+---------------------+----------------------+
+ a_row < Empty , open_close , Open , &p::open_drawer >,
+ row < Empty , cd_detected , Stopped , &p::store_cd_info ,&p::good_disk_format >,
+ row < Empty , cd_detected , Playing , &p::store_cd_info ,&p::auto_start >,
+ // +---------+-------------+---------+---------------------+----------------------+
+ 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;
+ }
+ };
+ // Pick a back-end
+ 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;
+ }
+
+ void test()
+ {
+ player p;
+ // needed to start the highest-level SM. This will call on_entry and mark the start of the SM
+ p.start();
+ p.get_state<player_::Empty&>().some_dummy_data=3;
+ p.front_end_data=4;
+
+ // go to Open, call on_exit on Empty, then action, then on_entry on Open
+ p.process_event(open_close()); pstate(p);
+
+ std::ofstream ofs("fsm.txt");
+ // save fsm to archive (current state is Open)
+ {
+ boost::archive::text_oarchive oa(ofs);
+ // write class instance to archive
+ oa << p;
+ }
+ // reload fsm in state Open
+ player p2;
+ {
+ // create and open an archive for input
+ std::ifstream ifs("fsm.txt");
+ boost::archive::text_iarchive ia(ifs);
+ // read class state from archive
+ ia >> p2;
+ }
+ // we now use p2 as it was loaded
+ // check that we kept Empty's data value
+ std::cout << "Empty's data should be 3:" << p2.get_state<player_::Empty&>().some_dummy_data << std::endl;
+ std::cout << "front-end data should be 4:" << p2.front_end_data << std::endl;
+
+ p2.process_event(open_close()); pstate(p2);
+ // will be rejected, wrong disk type
+ p2.process_event(
+ cd_detected("louie, louie",DISK_DVD)); pstate(p2);
+ p2.process_event(
+ cd_detected("louie, louie",DISK_CD)); pstate(p2);
+ p2.process_event(play());
+
+ // at this point, Play is active
+ p2.process_event(pause()); pstate(p2);
+ // go back to Playing
+ p2.process_event(end_pause()); pstate(p2);
+ p2.process_event(pause()); pstate(p2);
+ p2.process_event(stop()); pstate(p2);
+ // event leading to the same state
+ // no action method called as it is not present in the transition table
+ p2.process_event(stop()); pstate(p2);
+ }
+}
+// eliminate object tracking (even if serialized through a pointer)
+// at the risk of a programming error creating duplicate objects.
+// this is to get rid of warning because p is not const
+BOOST_CLASS_TRACKING(player, boost::serialization::track_never)
+
+int main()
+{
+ test();
+ return 0;
+}
diff --git a/libs/msm/doc/HTML/examples/SerializeCompositeAndHistory.cpp b/libs/msm/doc/HTML/examples/SerializeCompositeAndHistory.cpp
new file mode 100644
index 0000000000..9699ab1e06
--- /dev/null
+++ b/libs/msm/doc/HTML/examples/SerializeCompositeAndHistory.cpp
@@ -0,0 +1,266 @@
+// 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 <iostream>
+// back-end
+#include <boost/msm/back/state_machine.hpp>
+//front-end
+#include <boost/msm/front/state_machine_def.hpp>
+
+// include headers that implement a archive in simple text format
+#include <boost/archive/text_oarchive.hpp>
+#include <boost/archive/text_iarchive.hpp>
+#include <boost/serialization/tracking.hpp>
+
+#include <fstream>
+
+namespace msm = boost::msm;
+namespace mpl = boost::mpl;
+
+namespace
+{
+ // events
+ struct play {};
+ struct end_pause {};
+ struct stop {};
+ struct pause {};
+ struct open_close {};
+ struct NextSong {};
+ struct PreviousSong {};
+
+ // A "complicated" event type that carries some data.
+ struct cd_detected
+ {
+ cd_detected(std::string name)
+ : name(name)
+ {}
+
+ std::string name;
+ };
+
+ // front-end: define the FSM structure
+ struct player_ : public msm::front::state_machine_def<player_>
+ {
+ // The list of FSM states
+ struct Empty : public msm::front::state<>
+ {
+ // every (optional) entry/exit methods get the event passed
+ 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_>
+ {
+ // when playing, the CD is loaded and we are in either pause or playing (duh)
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "entering: Playing" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "leaving: Playing" << std::endl;}
+
+ // The list of FSM states
+ struct Song1 : public msm::front::state<>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "starting: First song" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "finishing: First Song" << std::endl;}
+ };
+ struct Song2 : public msm::front::state<>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "starting: Second song" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "finishing: Second Song" << std::endl;}
+ };
+ struct Song3 : public msm::front::state<>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "starting: Third song" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "finishing: Third Song" << std::endl;}
+ };
+ // 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;
+ }
+
+ };
+ // back-end
+ // demonstrates Shallow History: if the state gets activated with end_pause
+ // then it will remember the last active state and reactivate it
+ // also possible: AlwaysHistory, the last active state will always be reactivated
+ // or NoHistory, always restart from the initial state
+ typedef msm::back::state_machine<Playing_,msm::back::ShallowHistory<mpl::vector<end_pause> > > 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&) { std::cout << "player::start_playback\n"; }
+ void open_drawer(open_close const&) { std::cout << "player::open_drawer\n"; }
+ void close_drawer(open_close const&) { std::cout << "player::close_drawer\n"; }
+ void store_cd_info(cd_detected const& cd) {std::cout << "player::store_cd_info\n";}
+ void stop_playback(stop const&) { std::cout << "player::stop_playback\n"; }
+ void pause_playback(pause const&) { std::cout << "player::pause_playback\n"; }
+ void resume_playback(end_pause const&) { std::cout << "player::resume_playback\n"; }
+ void stop_and_open(open_close const&) { std::cout << "player::stop_and_open\n"; }
+ void stopped_again(stop const&){std::cout << "player::stopped_again\n";}
+ // 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;
+ }
+
+ };
+ // Pick a back-end
+ 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;
+ }
+
+ void test()
+ {
+ player p;
+
+ // needed to start the highest-level SM. This will call on_entry and mark the start of the SM
+ p.start();
+ // go to Open, call on_exit on Empty, then action, then on_entry on Open
+ p.process_event(open_close()); pstate(p);
+ p.process_event(open_close()); pstate(p);
+ p.process_event(cd_detected("louie, louie"));
+ p.process_event(play());
+
+ // at this point, Play is active
+ // make transition happen inside it. Player has no idea about this event but it's ok.
+ p.process_event(NextSong());pstate(p); //2nd song active
+ p.process_event(NextSong());pstate(p);//3rd song active
+ p.process_event(PreviousSong());pstate(p);//2nd song active
+ p.process_event(pause()); pstate(p);
+ std::ofstream ofs("fsm.txt");
+ // save fsm to archive (current state is Pause, Playing is in Song2)
+ {
+ boost::archive::text_oarchive oa(ofs);
+ // write class instance to archive
+ oa << p;
+ }
+ // reload fsm in state Open
+ player p2;
+ {
+ // create and open an archive for input
+ std::ifstream ifs("fsm.txt");
+ boost::archive::text_iarchive ia(ifs);
+ // read class state from archive
+ ia >> p2;
+ }
+ // go back to Playing
+ // as you see, remembers the original state as end_pause is an history trigger
+ p2.process_event(end_pause()); pstate(p2);
+ p2.process_event(pause()); pstate(p2);
+ p2.process_event(stop()); pstate(p2);
+ // event leading to the same state
+ p2.process_event(stop()); pstate(p2);
+ // play does not trigger shallow history => start back from 1st song
+ p2.process_event(play()); pstate(p2);
+ }
+}
+// eliminate object tracking (even if serialized through a pointer)
+// at the risk of a programming error creating duplicate objects.
+// this is to get rid of warning because p is not const
+BOOST_CLASS_TRACKING(player, boost::serialization::track_never)
+
+int main()
+{
+ test();
+ return 0;
+}
diff --git a/libs/msm/doc/HTML/examples/SimplePhoenix.cpp b/libs/msm/doc/HTML/examples/SimplePhoenix.cpp
new file mode 100644
index 0000000000..7df50096cb
--- /dev/null
+++ b/libs/msm/doc/HTML/examples/SimplePhoenix.cpp
@@ -0,0 +1,258 @@
+// 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 <vector>
+#include <iostream>
+
+#include <boost/phoenix/phoenix.hpp>
+
+// add phoenix support in eUML
+#define BOOST_MSM_EUML_PHOENIX_SUPPORT
+#include <boost/msm/back/state_machine.hpp>
+#include <boost/msm/front/euml/euml.hpp>
+
+
+using namespace std;
+using namespace boost::msm::front::euml;
+namespace msm = boost::msm;
+using namespace boost::phoenix;
+
+// entry/exit/action/guard logging functors
+#include "logging_functors.h"
+
+namespace // Concrete FSM implementation
+{
+ // events
+ BOOST_MSM_EUML_EVENT(end_pause)
+ BOOST_MSM_EUML_EVENT(stop)
+ BOOST_MSM_EUML_EVENT(pause)
+ BOOST_MSM_EUML_EVENT(open_close)
+ struct play_event : boost::msm::front::euml::euml_event<play_event>
+ {
+ };
+ play_event play;
+
+ enum DiskTypeEnum
+ {
+ DISK_CD=0,
+ DISK_DVD=1
+ };
+ // A "complicated" event type that carries some data.
+ struct cd_detected_event : boost::msm::front::euml::euml_event<cd_detected_event>
+ {
+ cd_detected_event(){}
+ cd_detected_event(std::string const& name,DiskTypeEnum disk):cd_name(name),cd_type(disk){}
+ std::string cd_name;
+ DiskTypeEnum cd_type;
+ };
+ // define an instance for a nicer transition table
+ cd_detected_event cd_detected;
+
+ // Concrete FSM implementation
+ // The list of FSM states
+ // state not needing any entry or exit
+ BOOST_MSM_EUML_STATE((),Paused)
+
+ // states with standard eUML actions
+ BOOST_MSM_EUML_STATE(( Stopped_Entry,Stopped_Exit ),Stopped)
+ BOOST_MSM_EUML_STATE(( Playing_Entry,Playing_Exit ),Playing)
+
+ // a "standard" msm state
+ struct Empty_impl : public msm::front::state<> , public euml_state<Empty_impl>
+ {
+ // this allows us to add some functions
+ void foo() {std::cout << "Empty::foo " << std::endl;}
+ // standard entry behavior
+ template <class Event,class FSM>
+ void on_entry(Event const& evt,FSM& fsm)
+ {
+ std::cout << "entering: Empty" << std::endl;
+ }
+ template <class Event,class FSM>
+ void on_exit(Event const& evt,FSM& fsm)
+ {
+ std::cout << "leaving: Empty" << std::endl;
+ }
+ };
+ //instance for use in the transition table
+ Empty_impl const Empty;
+
+ // entry and exit actions as phoenix functions
+ struct open_entry_impl
+ {
+ typedef void result_type;
+ void operator()()
+ {
+ cout << "entering: Open" << endl;
+ }
+ };
+ boost::phoenix::function<open_entry_impl> open_entry;
+ struct open_exit_impl
+ {
+ typedef void result_type;
+ void operator()()
+ {
+ cout << "leaving: Open" << endl;
+ }
+ };
+ boost::phoenix::function<open_exit_impl> open_exit;
+
+ // a state using phoenix for entry/exit actions
+ BOOST_MSM_EUML_STATE(( open_entry(),open_exit() ),Open)
+
+ // actions and guards using boost::phoenix
+ struct start_playback_impl
+ {
+ typedef void result_type;
+ void operator()()
+ {
+ cout << "calling: start_playback" << endl;
+ }
+ };
+ boost::phoenix::function<start_playback_impl> start_playback;
+
+ // a guard taking the event as argument
+ struct good_disk_format_impl
+ {
+ typedef bool result_type;
+
+ template <class Event>
+ bool operator()(Event const& evt)
+ {
+ // to test a guard condition, let's say we understand only CDs, not DVD
+ if (evt.cd_type!=DISK_CD)
+ {
+ std::cout << "wrong disk, sorry" << std::endl;
+ return false;
+ }
+ std::cout << "good disk" << std::endl;
+ return true;
+ }
+ };
+ boost::phoenix::function<good_disk_format_impl> good_disk_format;
+
+ // a simple action
+ struct store_cd_info_impl
+ {
+ typedef void result_type;
+ void operator()()
+ {
+ cout << "calling: store_cd_info" << endl;
+ }
+ };
+ boost::phoenix::function<store_cd_info_impl> store_cd_info;
+
+ // an action taking the fsm as argument and sending it a new event
+ struct process_play_impl
+ {
+ typedef void result_type;
+
+ template <class Fsm>
+ void operator()(Fsm& fsm)
+ {
+ cout << "queuing a play event" << endl;
+ fsm.process_event(play);
+ }
+ };
+ // it is also possible to use BOOST_PHOENIX_ADAPT_CALLABLE to avoid defining a global variable
+ BOOST_PHOENIX_ADAPT_CALLABLE(process_play, process_play_impl, 1)
+
+
+ // transition table. Actions and guards are written as phoenix functions
+ BOOST_MSM_EUML_TRANSITION_TABLE((
+ //an action without arguments
+ Playing == Stopped + play / start_playback() ,
+ Playing == Paused + end_pause ,
+ // +------------------------------------------------------------------------------+
+ Empty == Open + open_close ,
+ // +------------------------------------------------------------------------------+
+ Open == Empty + open_close ,
+ Open == Paused + open_close ,
+ Open == Stopped + open_close ,
+ Open == Playing + open_close ,
+ // +------------------------------------------------------------------------------+
+ Paused == Playing + pause ,
+ // +------------------------------------------------------------------------------+
+ Stopped == Playing + stop ,
+ Stopped == Paused + stop ,
+ // a guard taking the event as argument
+ // and an action made of a phoenix expression of 2 actions
+ // _event is a placeholder for the current event
+ // _fsm is a placeholder for the current state machine
+ Stopped == Empty + cd_detected [good_disk_format(_event)]
+ / (store_cd_info(),process_play(_fsm)),
+ Stopped == Stopped + stop
+ // +------------------------------------------------------------------------------+
+ ),transition_table)
+
+ // create a state machine "on the fly"
+ BOOST_MSM_EUML_DECLARE_STATE_MACHINE(( transition_table, //STT
+ init_ << Empty, // Init State
+ no_action, // Entry
+ no_action, // Exit
+ attributes_ << no_attributes_, // Attributes
+ configure_ << no_configure_, // configuration
+ Log_No_Transition // no_transition handler
+ ),
+ player_) //fsm name
+
+ // or simply, if no no_transition handler needed:
+ //BOOST_MSM_EUML_DECLARE_STATE_MACHINE(( transition_table, //STT
+ // Empty // Init State
+ // ),player_)
+
+ // choice of back-end
+ typedef msm::back::state_machine<player_> player;
+
+ //
+ // Testing utilities.
+ //
+ static char const* const state_names[] = { "Stopped", "Paused", "Open", "Empty", "Playing" };
+ void pstate(player const& p)
+ {
+ std::cout << " -> " << state_names[p.current_state()[0]] << std::endl;
+ }
+
+ void test()
+ {
+ player p;
+ // needed to start the highest-level SM. This will call on_entry and mark the start of the SM
+ p.start();
+ // go to Open, call on_exit on Empty, then action, then on_entry on Open
+ p.process_event(open_close); pstate(p);
+ p.process_event(open_close); pstate(p);
+ // will be rejected, wrong disk type
+ p.process_event(
+ cd_detected_event("louie, louie",DISK_DVD)); pstate(p);
+ p.process_event(
+ cd_detected_event("louie, louie",DISK_CD)); pstate(p);
+ // no need to call play as the previous event does it in its action method
+ //p.process_event(play);
+
+ // at this point, Play is active
+ p.process_event(pause); pstate(p);
+ // go back to Playing
+ p.process_event(end_pause); pstate(p);
+ p.process_event(pause); pstate(p);
+ p.process_event(stop); pstate(p);
+ // event leading to the same state
+ // no action method called as none is defined in the transition table
+ p.process_event(stop); pstate(p);
+ // test call to no_transition
+ p.process_event(pause); pstate(p);
+ }
+}
+
+int main()
+{
+ test();
+ return 0;
+}
+
diff --git a/libs/msm/doc/HTML/examples/SimpleTimer.cpp b/libs/msm/doc/HTML/examples/SimpleTimer.cpp
new file mode 100644
index 0000000000..25a5aaf9f0
--- /dev/null
+++ b/libs/msm/doc/HTML/examples/SimpleTimer.cpp
@@ -0,0 +1,159 @@
+// 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 <vector>
+#include <iostream>
+
+#include <boost/msm/back/state_machine.hpp>
+#include <boost/msm/front/euml/euml.hpp>
+
+using namespace std;
+using namespace boost::msm::front::euml;
+namespace msm = boost::msm;
+
+// how long the timer will ring when countdown elapsed.
+#define RINGING_TIME 5
+
+namespace // Concrete FSM implementation
+{
+ // events
+ BOOST_MSM_EUML_DECLARE_ATTRIBUTE(int,m_timer)
+ BOOST_MSM_EUML_ATTRIBUTES((attributes_ << m_timer ), start_timer_attr)
+ BOOST_MSM_EUML_EVENT_WITH_ATTRIBUTES(start_timer,start_timer_attr)
+
+ BOOST_MSM_EUML_EVENT(stop_timer)
+
+ BOOST_MSM_EUML_DECLARE_ATTRIBUTE(int,m_tick)
+ BOOST_MSM_EUML_ATTRIBUTES((attributes_ << m_tick ), tick_attr)
+ BOOST_MSM_EUML_EVENT_WITH_ATTRIBUTES(tick,tick_attr)
+
+ BOOST_MSM_EUML_EVENT(start_ringing)
+
+ // Concrete FSM implementation
+
+ // The list of FSM states
+ BOOST_MSM_EUML_ACTION(Stopped_Entry)
+ {
+ template <class Event,class FSM,class STATE>
+ void operator()(Event const&,FSM&,STATE& )
+ {
+ std::cout << "entering: Stopped" << std::endl;
+ }
+ };
+ BOOST_MSM_EUML_STATE(( Stopped_Entry ),Stopped)
+
+ BOOST_MSM_EUML_ACTION(Started_Entry)
+ {
+ template <class Event,class FSM,class STATE>
+ void operator()(Event const&,FSM&,STATE& )
+ {
+ std::cout << "entering: Started" << std::endl;
+ }
+ };
+
+ BOOST_MSM_EUML_DECLARE_ATTRIBUTE(int,m_counter)
+ BOOST_MSM_EUML_STATE(( Started_Entry,
+ no_action,
+ attributes_ << m_counter
+ ),
+ Started)
+
+ BOOST_MSM_EUML_ACTION(Ringing_Entry)
+ {
+ template <class Event,class FSM,class STATE>
+ void operator()(Event const&,FSM&,STATE& )
+ {
+ std::cout << "entering: Ringing" << std::endl;
+ }
+ };
+ BOOST_MSM_EUML_DECLARE_ATTRIBUTE(int,m_ringing_cpt)
+ BOOST_MSM_EUML_STATE(( Ringing_Entry,
+ no_action,
+ attributes_ << m_ringing_cpt
+ ),
+ Ringing)
+
+ // external function
+ void do_ring(int ringing_time) {std::cout << "ringing " << ringing_time << " s" << std::endl;}
+ // create functor and eUML function
+ BOOST_MSM_EUML_FUNCTION(Ring_ , do_ring , ring_ , void , void )
+
+ // replaces the old transition table
+ BOOST_MSM_EUML_TRANSITION_TABLE((
+ // +------------------------------------------------------------------------------+
+ // When we start the countdown, the countdown value is not hardcoded but contained in the start_timer event.
+ // We copy this value into Started
+ Started == Stopped + start_timer /(target_(m_counter)= event_(m_timer)) ,
+ Stopped == Started + stop_timer ,
+ // internal transition
+ Started + tick
+ // we here use the message queue to move to Started when the countdown is finished
+ // to do this we put start_ringing into the message queue
+ / if_then_( (source_(m_counter) -= event_(m_tick) ) <= Int_<0>(),
+ process_(start_ringing) ) ,
+ // when we start ringing, we give to the state its hard-coded ringing time.
+ Ringing == Started + start_ringing
+ / (target_(m_ringing_cpt) = Int_<RINGING_TIME>(),
+ // call the external do_ring function
+ ring_(Int_<RINGING_TIME>())) ,
+ // to change a bit, we now do not use the message queue but a transition conflict to solve the same problem.
+ // When tick is fired, we have an internal transition Ringing -> Ringing, as long as Counter > 0
+ Ringing + tick [ source_(m_ringing_cpt) - event_(m_tick) > Int_<0>() ]
+ /(target_(m_ringing_cpt) -= event_(m_tick) ) ,
+ // And we move to Stopped when the counter is 0
+ Stopped == Ringing + tick[source_(m_ringing_cpt)-event_(m_tick) <= Int_<0>()] ,
+ // we let the user manually stop the ringing by pressing any button
+ Stopped == Ringing + stop_timer ,
+ Stopped == Ringing + start_timer
+ // +------------------------------------------------------------------------------+
+ ),transition_table)
+
+ // create a state machine "on the fly"
+ BOOST_MSM_EUML_DECLARE_STATE_MACHINE(( transition_table, //STT
+ init_ << Stopped // Init State
+ ),
+ SimpleTimer_) //fsm name
+
+ // choice of back-end
+ typedef msm::back::state_machine<SimpleTimer_> SimpleTimer;
+
+ //
+ // Testing utilities.
+ //
+ static char const* const state_names[] = { "Stopped", "Started","Ringing" };
+ void pstate(SimpleTimer const& p)
+ {
+ std::cout << " -> " << state_names[p.current_state()[0]] << std::endl;
+ }
+
+ void test()
+ {
+ SimpleTimer p;
+ // needed to start the highest-level SM. This will call on_entry and mark the start of the SM
+ p.start();
+
+ p.process_event(start_timer(5));pstate(p); //timer set to 5 ticks
+ p.process_event(tick(2));pstate(p);
+ p.process_event(tick(1));pstate(p);
+ p.process_event(tick(1));pstate(p);
+ p.process_event(tick(1));pstate(p);
+ // we are now ringing, let it ring a bit
+ p.process_event(tick(2));pstate(p);
+ p.process_event(tick(1));pstate(p);
+ p.process_event(tick(1));pstate(p);
+ p.process_event(tick(1));pstate(p);
+ }
+}
+
+int main()
+{
+ test();
+ return 0;
+}
diff --git a/libs/msm/doc/HTML/examples/SimpleTutorial.cpp b/libs/msm/doc/HTML/examples/SimpleTutorial.cpp
new file mode 100644
index 0000000000..4fd879820e
--- /dev/null
+++ b/libs/msm/doc/HTML/examples/SimpleTutorial.cpp
@@ -0,0 +1,213 @@
+// 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 <iostream>
+// back-end
+#include <boost/msm/back/state_machine.hpp>
+//front-end
+#include <boost/msm/front/state_machine_def.hpp>
+
+namespace msm = boost::msm;
+namespace mpl = boost::mpl;
+
+namespace
+{
+ // events
+ struct play {};
+ struct end_pause {};
+ struct stop {};
+ struct pause {};
+ struct open_close {};
+
+ // A "complicated" event type that carries some data.
+ enum DiskTypeEnum
+ {
+ DISK_CD=0,
+ DISK_DVD=1
+ };
+ struct cd_detected
+ {
+ cd_detected(std::string name, DiskTypeEnum diskType)
+ : name(name),
+ disc_type(diskType)
+ {}
+
+ std::string name;
+ DiskTypeEnum disc_type;
+ };
+
+ // front-end: define the FSM structure
+ struct player_ : public msm::front::state_machine_def<player_>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const& ,FSM&)
+ {
+ std::cout << "entering: Player" << std::endl;
+ }
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& )
+ {
+ std::cout << "leaving: Player" << std::endl;
+ }
+
+ // The list of FSM states
+ struct Empty : public msm::front::state<>
+ {
+ // every (optional) entry/exit methods get the event passed.
+ 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;}
+ };
+
+ // sm_ptr still supported but deprecated as functors are a much better way to do the same thing
+ struct Stopped : public msm::front::state<msm::front::default_base_state,msm::front::sm_ptr>
+ {
+ 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;}
+ void set_sm_ptr(player_* pl)
+ {
+ m_player=pl;
+ }
+ player_* m_player;
+ };
+
+ struct Playing : public msm::front::state<>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "entering: Playing" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "leaving: Playing" << std::endl;}
+ };
+
+ // state not defining any entry or exit
+ struct Paused : public msm::front::state<>
+ {
+ };
+
+ // the initial state of the player SM. Must be defined
+ typedef Empty initial_state;
+
+ // transition actions
+ void start_playback(play const&) { std::cout << "player::start_playback\n"; }
+ void open_drawer(open_close const&) { std::cout << "player::open_drawer\n"; }
+ void close_drawer(open_close const&) { std::cout << "player::close_drawer\n"; }
+ void store_cd_info(cd_detected const&) { std::cout << "player::store_cd_info\n"; }
+ void stop_playback(stop const&) { std::cout << "player::stop_playback\n"; }
+ void pause_playback(pause const&) { std::cout << "player::pause_playback\n"; }
+ void resume_playback(end_pause const&) { std::cout << "player::resume_playback\n"; }
+ void stop_and_open(open_close const&) { std::cout << "player::stop_and_open\n"; }
+ void stopped_again(stop const&) {std::cout << "player::stopped_again\n";}
+ // guard conditions
+ bool good_disk_format(cd_detected const& evt)
+ {
+ // to test a guard condition, let's say we understand only CDs, not DVD
+ if (evt.disc_type != DISK_CD)
+ {
+ std::cout << "wrong disk, sorry" << std::endl;
+ return false;
+ }
+ return true;
+ }
+ // used to show a transition conflict. This guard will simply deactivate one transition and thus
+ // solve the conflict
+ bool auto_start(cd_detected const&)
+ {
+ return false;
+ }
+
+ 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 >,
+ _row < Stopped , stop , Stopped >,
+ // +---------+-------------+---------+---------------------+----------------------+
+ a_row < Open , open_close , Empty , &p::close_drawer >,
+ // +---------+-------------+---------+---------------------+----------------------+
+ a_row < Empty , open_close , Open , &p::open_drawer >,
+ row < Empty , cd_detected , Stopped , &p::store_cd_info ,&p::good_disk_format >,
+ row < Empty , cd_detected , Playing , &p::store_cd_info ,&p::auto_start >,
+ // +---------+-------------+---------+---------------------+----------------------+
+ 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;
+ }
+ };
+ // Pick a back-end
+ 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;
+ }
+
+ void test()
+ {
+ player p;
+ // needed to start the highest-level SM. This will call on_entry and mark the start of the SM
+ p.start();
+ // go to Open, call on_exit on Empty, then action, then on_entry on Open
+ p.process_event(open_close()); pstate(p);
+ p.process_event(open_close()); pstate(p);
+ // will be rejected, wrong disk type
+ p.process_event(
+ cd_detected("louie, louie",DISK_DVD)); pstate(p);
+ p.process_event(
+ cd_detected("louie, louie",DISK_CD)); pstate(p);
+ p.process_event(play());
+
+ // at this point, Play is active
+ p.process_event(pause()); pstate(p);
+ // go back to Playing
+ p.process_event(end_pause()); pstate(p);
+ p.process_event(pause()); pstate(p);
+ p.process_event(stop()); pstate(p);
+ // event leading to the same state
+ // no action method called as it is not present in the transition table
+ p.process_event(stop()); pstate(p);
+ std::cout << "stop fsm" << std::endl;
+ p.stop();
+ }
+}
+
+int main()
+{
+ test();
+ return 0;
+}
diff --git a/libs/msm/doc/HTML/examples/SimpleTutorial2.cpp b/libs/msm/doc/HTML/examples/SimpleTutorial2.cpp
new file mode 100644
index 0000000000..65d2c62ae6
--- /dev/null
+++ b/libs/msm/doc/HTML/examples/SimpleTutorial2.cpp
@@ -0,0 +1,227 @@
+// 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 <iostream>
+// back-end
+#include <boost/msm/back/state_machine.hpp>
+//front-end
+#include <boost/msm/front/state_machine_def.hpp>
+#include <boost/msm/front/row2.hpp>
+
+namespace msm = boost::msm;
+namespace mpl = boost::mpl;
+using namespace msm::front;
+
+namespace
+{
+ // events
+ struct play {};
+ struct end_pause {};
+ struct stop {};
+ struct pause {};
+ struct open_close {};
+
+ // A "complicated" event type that carries some data.
+ enum DiskTypeEnum
+ {
+ DISK_CD=0,
+ DISK_DVD=1
+ };
+ struct cd_detected
+ {
+ cd_detected(std::string name, DiskTypeEnum diskType)
+ : name(name),
+ disc_type(diskType)
+ {}
+
+ std::string name;
+ DiskTypeEnum disc_type;
+ };
+
+ // front-end: define the FSM structure
+ struct player_ : public msm::front::state_machine_def<player_>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const& ,FSM&)
+ {
+ std::cout << "entering: Player" << std::endl;
+ }
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& )
+ {
+ std::cout << "leaving: Player" << std::endl;
+ }
+
+ // The list of FSM states
+ struct Empty : public msm::front::state<>
+ {
+ // every (optional) entry/exit methods get the event passed.
+ 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;}
+ void open_drawer(open_close const&) { std::cout << "Empty::open_drawer\n"; }
+ // actions for Empty's internal transitions
+ void internal_action(cd_detected const&){ std::cout << "Empty::internal action\n"; }
+ bool internal_guard(cd_detected const&)
+ {
+ std::cout << "Empty::internal guard\n";
+ return false;
+ }
+ };
+ 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;}
+ void close_drawer(open_close const&) { std::cout << "Open::close_drawer\n"; }
+ void stop_and_open(open_close const&) { std::cout << "Open::stop_and_open\n"; }
+ };
+
+ // sm_ptr still supported but deprecated as functors are a much better way to do the same thing
+ struct Stopped : public msm::front::state<msm::front::default_base_state,msm::front::sm_ptr>
+ {
+ 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;}
+ void set_sm_ptr(player_* pl)
+ {
+ m_player=pl;
+ }
+ player_* m_player;
+ void start_playback(play const&) { std::cout << "Stopped::start_playback\n"; }
+ void stop_playback(stop const&) { std::cout << "Stopped::stop_playback\n"; }
+ };
+
+ struct Playing : public msm::front::state<>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "entering: Playing" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "leaving: Playing" << std::endl;}
+ // guard conditions
+ // used to show a transition conflict. This guard will simply deactivate one transition and thus
+ // solve the conflict
+ bool auto_start(cd_detected const&)
+ {
+ return false;
+ }
+ };
+
+ // state not defining any entry or exit
+ struct Paused : public msm::front::state<>
+ {
+ void pause_playback(pause const&) { std::cout << "Paused::pause_playback\n"; }
+ void resume_playback(end_pause const&) { std::cout << "Paused::resume_playback\n"; }
+ };
+
+ // action
+ void store_cd_info(cd_detected const&) { std::cout << "Player::store_cd_info\n"; }
+
+ // guard
+ bool good_disk_format(cd_detected const& evt)
+ {
+ // to test a guard condition, let's say we understand only CDs, not DVD
+ if (evt.disc_type != DISK_CD)
+ {
+ std::cout << "wrong disk, sorry" << std::endl;
+ return false;
+ }
+ return true;
+ }
+ // the initial state of the player SM. Must be defined
+ typedef Empty initial_state;
+
+ // Transition table for player
+ struct transition_table : mpl::vector<
+ // Start Event Next Action/Guard
+ // +---------+-------------+---------+---------------------+----------------------+
+ a_row2 < Stopped , play , Playing , Stopped , &Stopped::start_playback >,
+ a_row2 < Stopped , open_close , Open , Empty , &Empty::open_drawer >,
+ _row < Stopped , stop , Stopped >,
+ // +---------+-------------+---------+---------------------+----------------------+
+ a_row2 < Open , open_close , Empty , Open , &Open::close_drawer >,
+ // +---------+-------------+---------+---------------------+----------------------+
+ a_row2 < Empty , open_close , Open , Empty ,&Empty::open_drawer >,
+ row2 < Empty , cd_detected , Stopped , player_ ,&player_::store_cd_info
+ , player_ ,&player_::good_disk_format >,
+ row2 < Empty , cd_detected , Playing , player_ ,&player_::store_cd_info
+ , Playing ,&Playing::auto_start >,
+ // conflict with some internal rows
+ irow2 < Empty , cd_detected , Empty ,&Empty::internal_action
+ , Empty ,&Empty::internal_guard >,
+ g_irow2 < Empty , cd_detected , Empty ,&Empty::internal_guard >,
+ // +---------+-------------+---------+---------------------+----------------------+
+ a_row2 < Playing , stop , Stopped , Stopped ,&Stopped::stop_playback >,
+ a_row2 < Playing , pause , Paused , Paused ,&Paused::pause_playback >,
+ a_row2 < Playing , open_close , Open , Open ,&Open::stop_and_open >,
+ // +---------+-------------+---------+---------------------+----------------------+
+ a_row2 < Paused , end_pause , Playing , Paused ,&Paused::resume_playback >,
+ a_row2 < Paused , stop , Stopped , Stopped ,&Stopped::stop_playback >,
+ a_row2 < Paused , open_close , Open , Open ,&Open::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;
+ }
+ };
+ // Pick a back-end
+ 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;
+ }
+
+ void test()
+ {
+ player p;
+ // needed to start the highest-level SM. This will call on_entry and mark the start of the SM
+ p.start();
+ // go to Open, call on_exit on Empty, then action, then on_entry on Open
+ p.process_event(open_close()); pstate(p);
+ p.process_event(open_close()); pstate(p);
+ // will be rejected, wrong disk type
+ p.process_event(
+ cd_detected("louie, louie",DISK_DVD)); pstate(p);
+ p.process_event(
+ cd_detected("louie, louie",DISK_CD)); pstate(p);
+ p.process_event(play());
+
+ // at this point, Play is active
+ p.process_event(pause()); pstate(p);
+ // go back to Playing
+ p.process_event(end_pause()); pstate(p);
+ p.process_event(pause()); pstate(p);
+ p.process_event(stop()); pstate(p);
+ // event leading to the same state
+ // no action method called as it is not present in the transition table
+ p.process_event(stop()); pstate(p);
+ std::cout << "stop fsm" << std::endl;
+ p.stop();
+
+ }
+}
+
+int main()
+{
+ test();
+ return 0;
+}
diff --git a/libs/msm/doc/HTML/examples/SimpleTutorialEuml.cpp b/libs/msm/doc/HTML/examples/SimpleTutorialEuml.cpp
new file mode 100644
index 0000000000..b227258f60
--- /dev/null
+++ b/libs/msm/doc/HTML/examples/SimpleTutorialEuml.cpp
@@ -0,0 +1,187 @@
+// 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 <vector>
+#include <iostream>
+
+#include <boost/msm/back/state_machine.hpp>
+#include <boost/msm/front/euml/euml.hpp>
+
+using namespace std;
+using namespace boost::msm::front::euml;
+namespace msm = boost::msm;
+
+// entry/exit/action/guard logging functors
+#include "logging_functors.h"
+
+namespace // Concrete FSM implementation
+{
+ // events
+ BOOST_MSM_EUML_EVENT(play)
+ BOOST_MSM_EUML_EVENT(end_pause)
+ BOOST_MSM_EUML_EVENT(stop)
+ BOOST_MSM_EUML_EVENT(pause)
+ BOOST_MSM_EUML_EVENT(open_close)
+
+ // A "complicated" event type that carries some data.
+ BOOST_MSM_EUML_DECLARE_ATTRIBUTE(std::string,cd_name)
+ BOOST_MSM_EUML_DECLARE_ATTRIBUTE(DiskTypeEnum,cd_type)
+ BOOST_MSM_EUML_ATTRIBUTES((attributes_ << cd_name << cd_type ), cd_detected_attributes)
+ BOOST_MSM_EUML_EVENT_WITH_ATTRIBUTES(cd_detected,cd_detected_attributes)
+
+ // Concrete FSM implementation
+ // The list of FSM states
+ // state not needing any entry or exit
+ BOOST_MSM_EUML_STATE((),Paused)
+
+ // it is also possible to define a state which you can implement normally
+ // just make it a state, as usual, and also a grammar terminal, euml_state
+ struct Empty_impl : public msm::front::state<> , public euml_state<Empty_impl>
+ {
+ // this allows us to add some functions
+ void activate_empty() {std::cout << "switching to Empty " << std::endl;}
+ // standard entry behavior
+ template <class Event,class FSM>
+ void on_entry(Event const& evt,FSM& fsm)
+ {
+ std::cout << "entering: Empty" << std::endl;
+ }
+ template <class Event,class FSM>
+ void on_exit(Event const& evt,FSM& fsm)
+ {
+ std::cout << "leaving: Empty" << std::endl;
+ }
+ };
+ //instance for use in the transition table
+ Empty_impl const Empty;
+
+ // create a functor and a eUML function for the activate_empty method from Entry
+ BOOST_MSM_EUML_METHOD(ActivateEmpty_ , activate_empty , activate_empty_ , void , void )
+
+ // define more states
+ BOOST_MSM_EUML_STATE(( Open_Entry,Open_Exit ),Open)
+ BOOST_MSM_EUML_STATE(( Stopped_Entry,Stopped_Exit ),Stopped)
+ BOOST_MSM_EUML_STATE(( Playing_Entry,Playing_Exit ),Playing)
+
+
+ // guard conditions
+ BOOST_MSM_EUML_ACTION(good_disk_format)
+ {
+ template <class FSM,class EVT,class SourceState,class TargetState>
+ bool operator()(EVT const& evt,FSM&,SourceState& ,TargetState& )
+ {
+ // to test a guard condition, let's say we understand only CDs, not DVD
+ if (evt.get_attribute(cd_type)!=DISK_CD)
+ {
+ std::cout << "wrong disk, sorry" << std::endl;
+ // just for logging, does not block any transition
+ return true;
+ }
+ std::cout << "good disk" << std::endl;
+ return true;
+ }
+ };
+ // it is also possible to use a plain functor, with default-constructor in the transition table
+ struct start_play
+ {
+ template <class FSM,class EVT,class SourceState,class TargetState>
+ void operator()(EVT const& ,FSM&,SourceState& ,TargetState& )
+ {
+ cout << "player::start_play" << endl;
+ }
+ };
+ // replaces the old transition table
+ BOOST_MSM_EUML_TRANSITION_TABLE((
+ Playing == Stopped + play / start_play() ,
+ Playing == Paused + end_pause / resume_playback,
+ // +------------------------------------------------------------------------------+
+ Empty == Open + open_close / (close_drawer,activate_empty_(target_)),
+ // +------------------------------------------------------------------------------+
+ Open == Empty + open_close / open_drawer,
+ Open == Paused + open_close / stop_and_open,
+ Open == Stopped + open_close / open_drawer,
+ Open == Playing + open_close / stop_and_open,
+ // +------------------------------------------------------------------------------+
+ Paused == Playing + pause / pause_playback,
+ // +------------------------------------------------------------------------------+
+ Stopped == Playing + stop / stop_playback,
+ Stopped == Paused + stop / stop_playback,
+ Stopped == Empty + cd_detected [good_disk_format &&
+ (event_(cd_type)==Int_<DISK_CD>())]
+ / (store_cd_info,process_(play)),
+ Stopped == Stopped + stop
+ // +------------------------------------------------------------------------------+
+ ),transition_table)
+
+ // create a state machine "on the fly"
+ BOOST_MSM_EUML_DECLARE_STATE_MACHINE(( transition_table, //STT
+ init_ << Empty, // Init State
+ no_action, // Entry
+ no_action, // Exit
+ attributes_ << no_attributes_, // Attributes
+ configure_ << no_configure_, // configuration
+ Log_No_Transition // no_transition handler
+ ),
+ player_) //fsm name
+
+ // or simply, if no no_transition handler needed:
+ //BOOST_MSM_EUML_DECLARE_STATE_MACHINE(( transition_table, //STT
+ // Empty // Init State
+ // ),player_)
+
+ // choice of back-end
+ typedef msm::back::state_machine<player_> player;
+
+ //
+ // Testing utilities.
+ //
+ static char const* const state_names[] = { "Stopped", "Paused", "Open", "Empty", "Playing" };
+ void pstate(player const& p)
+ {
+ std::cout << " -> " << state_names[p.current_state()[0]] << std::endl;
+ }
+
+ void test()
+ {
+ player p;
+ // needed to start the highest-level SM. This will call on_entry and mark the start of the SM
+ p.start();
+ // note that we write open_close and not open_close(), like usual. Both are possible with eUML, but
+ // you now have less to type.
+ // go to Open, call on_exit on Empty, then action, then on_entry on Open
+ p.process_event(open_close); pstate(p);
+ p.process_event(open_close); pstate(p);
+ // will be rejected, wrong disk type
+ p.process_event(
+ cd_detected("louie, louie",DISK_DVD)); pstate(p);
+ p.process_event(
+ cd_detected("louie, louie",DISK_CD)); pstate(p);
+ // no need to call play as the previous event does it in its action method
+ //p.process_event(play);
+
+ // at this point, Play is active
+ p.process_event(pause); pstate(p);
+ // go back to Playing
+ p.process_event(end_pause); pstate(p);
+ p.process_event(pause); pstate(p);
+ p.process_event(stop); pstate(p);
+ // event leading to the same state
+ // no action method called as none is defined in the transition table
+ p.process_event(stop); pstate(p);
+ // test call to no_transition
+ p.process_event(pause); pstate(p);
+ }
+}
+
+int main()
+{
+ test();
+ return 0;
+}
diff --git a/libs/msm/doc/HTML/examples/SimpleTutorialEuml2.cpp b/libs/msm/doc/HTML/examples/SimpleTutorialEuml2.cpp
new file mode 100644
index 0000000000..2768caea66
--- /dev/null
+++ b/libs/msm/doc/HTML/examples/SimpleTutorialEuml2.cpp
@@ -0,0 +1,149 @@
+// 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 <vector>
+#include <iostream>
+
+#include <boost/msm/back/state_machine.hpp>
+#include <boost/msm/front/euml/euml.hpp>
+
+using namespace std;
+using namespace boost::msm::front::euml;
+namespace msm = boost::msm;
+
+// entry/exit/action/guard logging functors
+#include "logging_functors.h"
+
+namespace // Concrete FSM implementation
+{
+ // events
+ // note that unlike the SimpleTutorial, events must derive from euml_event.
+ BOOST_MSM_EUML_EVENT(play)
+ BOOST_MSM_EUML_EVENT(end_pause)
+ BOOST_MSM_EUML_EVENT(stop)
+ BOOST_MSM_EUML_EVENT(pause)
+ BOOST_MSM_EUML_EVENT(open_close)
+
+ // A "complicated" event type that carries some data.
+ BOOST_MSM_EUML_DECLARE_ATTRIBUTE(std::string,cd_name)
+ BOOST_MSM_EUML_DECLARE_ATTRIBUTE(DiskTypeEnum,cd_type)
+ BOOST_MSM_EUML_ATTRIBUTES((attributes_ << cd_name << cd_type ), cd_detected_attributes)
+ BOOST_MSM_EUML_EVENT_WITH_ATTRIBUTES(cd_detected,cd_detected_attributes)
+
+ // Concrete FSM implementation
+
+ // The list of FSM states
+
+ // state not needing any entry or exit
+ BOOST_MSM_EUML_STATE((),Paused)
+ BOOST_MSM_EUML_STATE(( Empty_Entry,Empty_Exit ),Empty)
+ BOOST_MSM_EUML_STATE(( Open_Entry,Open_Exit ),Open)
+ BOOST_MSM_EUML_STATE(( Stopped_Entry,Stopped_Exit ),Stopped)
+ BOOST_MSM_EUML_STATE(( Playing_Entry,Playing_Exit ),Playing)
+
+ // guard conditions
+ BOOST_MSM_EUML_ACTION(good_disk_format)
+ {
+ template <class FSM,class EVT,class SourceState,class TargetState>
+ bool operator()(EVT const& evt,FSM&,SourceState& ,TargetState& )
+ {
+ // to test a guard condition, let's say we understand only CDs, not DVD
+ if (evt.get_attribute(cd_type)!=DISK_CD)
+ {
+ std::cout << "wrong disk, sorry" << std::endl;
+ // just for logging, does not block any transition
+ return true;
+ }
+ std::cout << "good disk" << std::endl;
+ return true;
+ }
+ };
+ // replaces the old transition table
+ BOOST_MSM_EUML_TRANSITION_TABLE((
+ Stopped + play / 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 &&(event_(cd_type)==Int_<DISK_CD>())]
+ / (store_cd_info,process_(play)) == Stopped ,
+ // +------------------------------------------------------------------------------+
+ Playing + stop / stop_playback == Stopped ,
+ Playing + pause / pause_playback == Paused ,
+ Playing + open_close / stop_and_open == Open ,
+ // +------------------------------------------------------------------------------+
+ Paused + end_pause / resume_playback == Playing ,
+ Paused + stop / stop_playback == Stopped ,
+ Paused + open_close / stop_and_open == Open
+ // +------------------------------------------------------------------------------+
+ ),transition_table)
+
+ // create a state machine "on the fly"
+ BOOST_MSM_EUML_DECLARE_STATE_MACHINE(( transition_table, //STT
+ init_ << Empty, // Init State
+ no_action, // Entry
+ no_action, // Exit
+ attributes_ << no_attributes_, // Attributes
+ configure_ << no_configure_, // configuration
+ Log_No_Transition // no_transition handler
+ ),
+ player_) //fsm name
+
+ // choice of back-end
+ 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;
+ }
+
+ void test()
+ {
+ player p;
+ // needed to start the highest-level SM. This will call on_entry and mark the start of the SM
+ p.start();
+ // go to Open, call on_exit on Empty, then action, then on_entry on Open
+ p.process_event(open_close); pstate(p);
+ p.process_event(open_close); pstate(p);
+ // will be rejected, wrong disk type
+ p.process_event(
+ cd_detected("louie, louie",DISK_DVD)); pstate(p);
+ p.process_event(
+ cd_detected("louie, louie",DISK_CD)); pstate(p);
+ // no need to call play as the previous event does it in its action method
+ //p.process_event(play);
+
+ // at this point, Play is active
+ p.process_event(pause); pstate(p);
+ // go back to Playing
+ p.process_event(end_pause); pstate(p);
+ p.process_event(pause); pstate(p);
+ p.process_event(stop); pstate(p);
+ // event leading to the same state
+ // no action method called as none is defined in the transition table
+ p.process_event(stop); pstate(p);
+ // test call to no_transition
+ p.process_event(pause); pstate(p);
+ }
+}
+
+int main()
+{
+ test();
+ return 0;
+}
+
diff --git a/libs/msm/doc/HTML/examples/SimpleTutorialInternal.cpp b/libs/msm/doc/HTML/examples/SimpleTutorialInternal.cpp
new file mode 100644
index 0000000000..49b71df3d4
--- /dev/null
+++ b/libs/msm/doc/HTML/examples/SimpleTutorialInternal.cpp
@@ -0,0 +1,226 @@
+// 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 <iostream>
+// back-end
+#include <boost/msm/back/state_machine.hpp>
+//front-end
+#include <boost/msm/front/state_machine_def.hpp>
+#include <boost/msm/front/functor_row.hpp>
+
+namespace msm = boost::msm;
+namespace mpl = boost::mpl;
+using namespace msm::front;
+
+namespace
+{
+ // events
+ struct play {};
+ struct end_pause {};
+ struct stop {};
+ struct pause {};
+ struct open_close {};
+ struct to_ignore {};
+
+ // A "complicated" event type that carries some data.
+ enum DiskTypeEnum
+ {
+ DISK_CD=0,
+ DISK_DVD=1
+ };
+ struct cd_detected
+ {
+ cd_detected(std::string name, DiskTypeEnum diskType)
+ : name(name),
+ disc_type(diskType)
+ {}
+
+ std::string name;
+ DiskTypeEnum disc_type;
+ };
+
+ // front-end: define the FSM structure
+ struct player_ : public msm::front::state_machine_def<player_>
+ {
+ // The list of FSM states
+ struct Empty : public msm::front::state<>
+ {
+ // every (optional) entry/exit methods get the event passed.
+ 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;}
+ };
+
+ // sm_ptr still supported but deprecated as functors are a much better way to do the same thing
+ struct Stopped : public msm::front::state<msm::front::default_base_state,msm::front::sm_ptr>
+ {
+ 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;}
+ void set_sm_ptr(player_* pl)
+ {
+ m_player=pl;
+ }
+ player_* m_player;
+ };
+
+ struct Playing : public msm::front::state<>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "entering: Playing" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "leaving: Playing" << std::endl;}
+ };
+
+ // state not defining any entry or exit
+ struct Paused : public msm::front::state<>
+ {
+ };
+
+ // the initial state of the player SM. Must be defined
+ typedef Empty initial_state;
+
+ // transition actions
+ void start_playback(play const&) { std::cout << "player::start_playback\n"; }
+ void open_drawer(open_close const&) { std::cout << "player::open_drawer\n"; }
+ void close_drawer(open_close const&) { std::cout << "player::close_drawer\n"; }
+ void store_cd_info(cd_detected const&) { std::cout << "player::store_cd_info\n"; }
+ void stop_playback(stop const&) { std::cout << "player::stop_playback\n"; }
+ void pause_playback(pause const&) { std::cout << "player::pause_playback\n"; }
+ void resume_playback(end_pause const&) { std::cout << "player::resume_playback\n"; }
+ void stop_and_open(open_close const&) { std::cout << "player::stop_and_open\n"; }
+ void stopped_again(stop const&) {std::cout << "player::stopped_again\n";}
+ // guard conditions
+ bool good_disk_format(cd_detected const& evt)
+ {
+ // to test a guard condition, let's say we understand only CDs, not DVD
+ if (evt.disc_type != DISK_CD)
+ {
+ std::cout << "wrong disk, sorry" << std::endl;
+ return false;
+ }
+ return true;
+ }
+ // transitions internal to Empty
+ void internal_action(cd_detected const&){ std::cout << "Empty::internal action\n"; }
+ bool internal_guard(cd_detected const&)
+ {
+ std::cout << "Empty::internal guard\n";
+ return false;
+ }
+ struct internal_guard_fct
+ {
+ template <class EVT,class FSM,class SourceState,class TargetState>
+ bool operator()(EVT const& evt ,FSM&,SourceState& ,TargetState& )
+ {
+ std::cout << "Empty::internal guard functor\n";
+ return false;
+ }
+ };
+ struct internal_action_fct
+ {
+ template <class EVT,class FSM,class SourceState,class TargetState>
+ void operator()(EVT const& ,FSM& ,SourceState& ,TargetState& )
+ {
+ std::cout << "Empty::internal action functor" << std::endl;
+ }
+ };
+
+ 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 >,
+ _row < Stopped , stop , Stopped >,
+ // +---------+-------------+---------+---------------------+----------------------+
+ a_row < Open , open_close , Empty , &p::close_drawer >,
+ // +---------+-------------+---------+---------------------+----------------------+
+ a_row < Empty , open_close , Open , &p::open_drawer >,
+ row < Empty , cd_detected , Stopped , &p::store_cd_info ,&p::good_disk_format >,
+ irow < Empty , cd_detected , &p::internal_action ,&p::internal_guard >,
+ _irow < Empty , to_ignore >,
+ g_irow < Empty , cd_detected ,&p::internal_guard >,
+ Row < Empty , cd_detected , none , internal_action_fct ,internal_guard_fct >,
+ // +---------+-------------+---------+---------------------+----------------------+
+ 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;
+ }
+ };
+ // Pick a back-end
+ 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;
+ }
+
+ void test()
+ {
+ player p;
+ // needed to start the highest-level SM. This will call on_entry and mark the start of the SM
+ p.start();
+ // this event will be ignored and not call no_transition
+ p.process_event(to_ignore());
+ // go to Open, call on_exit on Empty, then action, then on_entry on Open
+ p.process_event(open_close()); pstate(p);
+ p.process_event(open_close()); pstate(p);
+ // will be rejected, wrong disk type
+ p.process_event(
+ cd_detected("louie, louie",DISK_DVD)); pstate(p);
+ p.process_event(
+ cd_detected("louie, louie",DISK_CD)); pstate(p);
+ p.process_event(play());
+
+ // at this point, Play is active
+ p.process_event(pause()); pstate(p);
+ // go back to Playing
+ p.process_event(end_pause()); pstate(p);
+ p.process_event(pause()); pstate(p);
+ p.process_event(stop()); pstate(p);
+ // event leading to the same state
+ // no action method called as it is not present in the transition table
+ p.process_event(stop()); pstate(p);
+ }
+}
+
+int main()
+{
+ test();
+ return 0;
+}
diff --git a/libs/msm/doc/HTML/examples/SimpleTutorialInternal2.cpp b/libs/msm/doc/HTML/examples/SimpleTutorialInternal2.cpp
new file mode 100644
index 0000000000..f123fdba92
--- /dev/null
+++ b/libs/msm/doc/HTML/examples/SimpleTutorialInternal2.cpp
@@ -0,0 +1,231 @@
+// 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 <iostream>
+// back-end
+#include <boost/msm/back/state_machine.hpp>
+//front-end
+#include <boost/msm/front/state_machine_def.hpp>
+#include <boost/msm/front/functor_row.hpp>
+
+namespace msm = boost::msm;
+using namespace msm::front;
+
+namespace
+{
+ // events
+ struct play {};
+ struct end_pause {};
+ struct stop {};
+ struct pause {};
+ struct open_close {};
+
+ // A "complicated" event type that carries some data.
+ enum DiskTypeEnum
+ {
+ DISK_CD=0,
+ DISK_DVD=1
+ };
+ struct cd_detected
+ {
+ cd_detected(std::string name, DiskTypeEnum diskType)
+ : name(name),
+ disc_type(diskType)
+ {}
+
+ std::string name;
+ DiskTypeEnum disc_type;
+ };
+
+ // front-end: define the FSM structure
+ struct player_ : public msm::front::state_machine_def<player_>
+ {
+ // actions for Empty's internal transitions
+ void internal_action(cd_detected const&){ std::cout << "Empty::internal action\n"; }
+ bool internal_guard(cd_detected const&)
+ {
+ std::cout << "Empty::internal guard\n";
+ return false;
+ }
+ struct internal_guard_fct
+ {
+ template <class EVT,class FSM,class SourceState,class TargetState>
+ bool operator()(EVT const& evt ,FSM&,SourceState& ,TargetState& )
+ {
+ std::cout << "Empty::internal guard functor\n";
+ return false;
+ }
+ };
+ struct internal_action_fct
+ {
+ template <class EVT,class FSM,class SourceState,class TargetState>
+ void operator()(EVT const& ,FSM& ,SourceState& ,TargetState& )
+ {
+ std::cout << "Empty::internal action functor" << std::endl;
+ }
+ };
+
+ // The list of FSM states
+ struct Empty : public msm::front::state<>
+ {
+ // every (optional) entry/exit methods get the event passed.
+ 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;}
+
+ // Transition table for Empty
+ struct internal_transition_table : mpl::vector<
+ // Start Event Next Action Guard
+ Internal < cd_detected , internal_action_fct ,internal_guard_fct >
+ // +---------+-------------+---------+---------------------+----------------------+
+ > {};
+ };
+ 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;}
+ };
+
+ // sm_ptr still supported but deprecated as functors are a much better way to do the same thing
+ struct Stopped : public msm::front::state<msm::front::default_base_state,msm::front::sm_ptr>
+ {
+ 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;}
+ void set_sm_ptr(player_* pl)
+ {
+ m_player=pl;
+ }
+ player_* m_player;
+ };
+
+ struct Playing : public msm::front::state<>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "entering: Playing" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "leaving: Playing" << std::endl;}
+ };
+
+ // state not defining any entry or exit
+ struct Paused : public msm::front::state<>
+ {
+ };
+
+ // the initial state of the player SM. Must be defined
+ typedef Empty initial_state;
+
+ // transition actions
+ void start_playback(play const&) { std::cout << "player::start_playback\n"; }
+ void open_drawer(open_close const&) { std::cout << "player::open_drawer\n"; }
+ void close_drawer(open_close const&) { std::cout << "player::close_drawer\n"; }
+ void store_cd_info(cd_detected const&) { std::cout << "player::store_cd_info\n"; }
+ void stop_playback(stop const&) { std::cout << "player::stop_playback\n"; }
+ void pause_playback(pause const&) { std::cout << "player::pause_playback\n"; }
+ void resume_playback(end_pause const&) { std::cout << "player::resume_playback\n"; }
+ void stop_and_open(open_close const&) { std::cout << "player::stop_and_open\n"; }
+ void stopped_again(stop const&) {std::cout << "player::stopped_again\n";}
+ // guard conditions
+ bool good_disk_format(cd_detected const& evt)
+ {
+ // to test a guard condition, let's say we understand only CDs, not DVD
+ if (evt.disc_type != DISK_CD)
+ {
+ std::cout << "wrong disk, sorry" << std::endl;
+ return false;
+ }
+ return true;
+ }
+
+ 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 >,
+ _row < Stopped , stop , Stopped >,
+ // +---------+-------------+---------+---------------------+----------------------+
+ a_row < Open , open_close , Empty , &p::close_drawer >,
+ // +---------+-------------+---------+---------------------+----------------------+
+ a_row < Empty , open_close , Open , &p::open_drawer >,
+ // conflict between a normal and 2 internal transitions (irow/g_irow)
+ row < Empty , cd_detected , Stopped , &p::store_cd_info ,&p::good_disk_format >,
+ irow < Empty , cd_detected , &p::internal_action ,&p::internal_guard >,
+ g_irow < Empty , cd_detected ,&p::internal_guard >,
+ // +---------+-------------+---------+---------------------+----------------------+
+ 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 int no_message_queue;
+
+ };
+ // Pick a back-end
+ 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;
+ }
+
+ void test()
+ {
+ player p;
+ // needed to start the highest-level SM. This will call on_entry and mark the start of the SM
+ p.start();
+ // go to Open, call on_exit on Empty, then action, then on_entry on Open
+ p.process_event(open_close()); pstate(p);
+ p.process_event(open_close()); pstate(p);
+ // will be rejected, wrong disk type
+ p.process_event(
+ cd_detected("louie, louie",DISK_DVD)); pstate(p);
+ p.process_event(
+ cd_detected("louie, louie",DISK_CD)); pstate(p);
+ p.process_event(play());
+
+ // at this point, Play is active
+ p.process_event(pause()); pstate(p);
+ // go back to Playing
+ p.process_event(end_pause()); pstate(p);
+ p.process_event(pause()); pstate(p);
+ p.process_event(stop()); pstate(p);
+ // event leading to the same state
+ // no action method called as it is not present in the transition table
+ p.process_event(stop()); pstate(p);
+ }
+}
+
+int main()
+{
+ test();
+ return 0;
+}
diff --git a/libs/msm/doc/HTML/examples/SimpleTutorialInternalFunctors.cpp b/libs/msm/doc/HTML/examples/SimpleTutorialInternalFunctors.cpp
new file mode 100644
index 0000000000..77f08da69c
--- /dev/null
+++ b/libs/msm/doc/HTML/examples/SimpleTutorialInternalFunctors.cpp
@@ -0,0 +1,325 @@
+// 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 <iostream>
+// back-end
+#include <boost/msm/back/state_machine.hpp>
+//front-end
+#include <boost/msm/front/state_machine_def.hpp>
+#include <boost/msm/front/functor_row.hpp>
+#include <boost/msm/front/euml/common.hpp>
+// for And_ operator
+#include <boost/msm/front/euml/operator.hpp>
+
+using namespace std;
+namespace msm = boost::msm;
+using namespace msm::front;
+namespace mpl = boost::mpl;
+// for And_ operator
+using namespace msm::front::euml;
+
+namespace
+{
+ // events
+ struct play {};
+ struct end_pause {};
+ struct stop {};
+ struct pause {};
+ struct open_close {};
+
+ // A "complicated" event type that carries some data.
+ enum DiskTypeEnum
+ {
+ DISK_CD=0,
+ DISK_DVD=1
+ };
+ struct cd_detected
+ {
+ cd_detected(std::string name, DiskTypeEnum diskType)
+ : name(name),
+ disc_type(diskType)
+ {}
+
+ std::string name;
+ DiskTypeEnum disc_type;
+ };
+
+ // front-end: define the FSM structure
+ struct player_ : public msm::front::state_machine_def<player_>
+ {
+ // The list of FSM states
+ struct Empty : public msm::front::state<>
+ {
+ // every (optional) entry/exit methods get the event passed.
+ 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 internal_guard_fct
+ {
+ template <class EVT,class FSM,class SourceState,class TargetState>
+ bool operator()(EVT const& evt ,FSM&,SourceState& ,TargetState& )
+ {
+ std::cout << "Empty::internal_transition_table guard\n";
+ return false;
+ }
+ };
+ struct internal_action_fct
+ {
+ template <class EVT,class FSM,class SourceState,class TargetState>
+ void operator()(EVT const& ,FSM& ,SourceState& ,TargetState& )
+ {
+ std::cout << "Empty::internal_transition_table action" << std::endl;
+ }
+ };
+ // Transition table for Empty
+ struct internal_transition_table : mpl::vector<
+ // Start Event Next Action Guard
+ Internal < cd_detected , internal_action_fct ,internal_guard_fct >
+ // +---------+-------------+---------+---------------------+----------------------+
+ > {};
+ };
+ 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<>
+ {
+ 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<>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "entering: Playing" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "leaving: Playing" << std::endl;}
+ };
+
+ // state not defining any entry or exit
+ struct Paused : public msm::front::state<>
+ {
+ };
+
+ // the initial state of the player SM. Must be defined
+ typedef Empty initial_state;
+
+ // transition actions
+ // as the functors are generic on events, fsm and source/target state,
+ // you can reuse them in another machine if you wish
+ struct TestFct
+ {
+ template <class EVT,class FSM,class SourceState,class TargetState>
+ void operator()(EVT const&, FSM&,SourceState& ,TargetState& )
+ {
+ cout << "transition with event:" << typeid(EVT).name() << endl;
+ }
+ };
+ struct start_playback
+ {
+ template <class EVT,class FSM,class SourceState,class TargetState>
+ void operator()(EVT const& ,FSM& ,SourceState& ,TargetState& )
+ {
+ cout << "player::start_playback" << endl;
+ }
+ };
+ struct open_drawer
+ {
+ template <class EVT,class FSM,class SourceState,class TargetState>
+ void operator()(EVT const& ,FSM& ,SourceState& ,TargetState& )
+ {
+ cout << "player::open_drawer" << endl;
+ }
+ };
+ struct close_drawer
+ {
+ template <class EVT,class FSM,class SourceState,class TargetState>
+ void operator()(EVT const& ,FSM& ,SourceState& ,TargetState& )
+ {
+ cout << "player::close_drawer" << endl;
+ }
+ };
+ struct store_cd_info
+ {
+ template <class EVT,class FSM,class SourceState,class TargetState>
+ void operator()(EVT const&,FSM& fsm ,SourceState& ,TargetState& )
+ {
+ cout << "player::store_cd_info" << endl;
+ fsm.process_event(play());
+ }
+ };
+ struct stop_playback
+ {
+ template <class EVT,class FSM,class SourceState,class TargetState>
+ void operator()(EVT const& ,FSM& ,SourceState& ,TargetState& )
+ {
+ cout << "player::stop_playback" << endl;
+ }
+ };
+ struct pause_playback
+ {
+ template <class EVT,class FSM,class SourceState,class TargetState>
+ void operator()(EVT const& ,FSM& ,SourceState& ,TargetState& )
+ {
+ cout << "player::pause_playback" << endl;
+ }
+ };
+ struct resume_playback
+ {
+ template <class EVT,class FSM,class SourceState,class TargetState>
+ void operator()(EVT const& ,FSM& ,SourceState& ,TargetState& )
+ {
+ cout << "player::resume_playback" << endl;
+ }
+ };
+ struct stop_and_open
+ {
+ template <class EVT,class FSM,class SourceState,class TargetState>
+ void operator()(EVT const& ,FSM& ,SourceState& ,TargetState& )
+ {
+ cout << "player::stop_and_open" << endl;
+ }
+ };
+ struct stopped_again
+ {
+ template <class EVT,class FSM,class SourceState,class TargetState>
+ void operator()(EVT const& ,FSM& ,SourceState& ,TargetState& )
+ {
+ cout << "player::stopped_again" << endl;
+ }
+ };
+ // guard conditions
+ struct DummyGuard
+ {
+ template <class EVT,class FSM,class SourceState,class TargetState>
+ bool operator()(EVT const& evt,FSM& fsm,SourceState& src,TargetState& tgt)
+ {
+ return true;
+ }
+ };
+ struct good_disk_format
+ {
+ template <class EVT,class FSM,class SourceState,class TargetState>
+ bool operator()(EVT const& evt ,FSM&,SourceState& ,TargetState& )
+ {
+ // to test a guard condition, let's say we understand only CDs, not DVD
+ if (evt.disc_type != DISK_CD)
+ {
+ std::cout << "wrong disk, sorry" << std::endl;
+ return false;
+ }
+ return true;
+ }
+ };
+ struct always_true
+ {
+ template <class EVT,class FSM,class SourceState,class TargetState>
+ bool operator()(EVT const& evt ,FSM&,SourceState& ,TargetState& )
+ {
+ return true;
+ }
+ };
+ struct internal_guard
+ {
+ template <class EVT,class FSM,class SourceState,class TargetState>
+ bool operator()(EVT const& evt ,FSM&,SourceState& ,TargetState& )
+ {
+ std::cout << "Empty::internal guard\n";
+ return false;
+ }
+ };
+ // Transition table for player
+ struct transition_table : mpl::vector<
+ // Start Event Next Action Guard
+ // +---------+-------------+---------+---------------------------+----------------------+
+ Row < Stopped , play , Playing , ActionSequence_
+ <mpl::vector<
+ TestFct,start_playback> >
+ , DummyGuard >,
+ Row < Stopped , open_close , Open , open_drawer , none >,
+ Row < Stopped , stop , Stopped , none , none >,
+ // +---------+-------------+---------+---------------------------+----------------------+
+ Row < Open , open_close , Empty , close_drawer , none >,
+ // +---------+-------------+---------+---------------------------+----------------------+
+ Row < Empty , open_close , Open , open_drawer , none >,
+ Row < Empty , cd_detected , Stopped , store_cd_info , And_<good_disk_format,
+ always_true> >,
+ // internal transition inside the stt: none as Target
+ Row < Empty , cd_detected , none , none , internal_guard >,
+ // +---------+-------------+---------+---------------------------+----------------------+
+ Row < Playing , stop , Stopped , stop_playback , none >,
+ Row < Playing , pause , Paused , pause_playback , none >,
+ Row < Playing , open_close , Open , stop_and_open , none >,
+ // +---------+-------------+---------+---------------------------+----------------------+
+ Row < Paused , end_pause , Playing , resume_playback , none >,
+ Row < Paused , stop , Stopped , stop_playback , none >,
+ Row < Paused , open_close , Open , stop_and_open , none >
+ // +---------+-------------+---------+---------------------------+----------------------+
+ > {};
+ // 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;
+ }
+ };
+ // Pick a back-end
+ 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;
+ }
+
+ void test()
+ {
+ player p;
+ // needed to start the highest-level SM. This will call on_entry and mark the start of the SM
+ p.start();
+ // go to Open, call on_exit on Empty, then action, then on_entry on Open
+ p.process_event(open_close()); pstate(p);
+ p.process_event(open_close()); pstate(p);
+ // will be rejected, wrong disk type
+ p.process_event(
+ cd_detected("louie, louie",DISK_DVD)); pstate(p);
+ p.process_event(
+ cd_detected("louie, louie",DISK_CD)); pstate(p);
+ // no need to call play() as the previous transition does it in its action method
+ //p.process_event(play());
+
+ // at this point, Play is active
+ p.process_event(pause()); pstate(p);
+ // go back to Playing
+ p.process_event(end_pause()); pstate(p);
+ p.process_event(pause()); pstate(p);
+ p.process_event(stop()); pstate(p);
+ // event leading to the same state
+ // no action method called as it is not present in the transition table
+ p.process_event(stop()); pstate(p);
+ }
+}
+
+int main()
+{
+ test();
+ return 0;
+}
diff --git a/libs/msm/doc/HTML/examples/SimpleTutorialWithEumlTable.cpp b/libs/msm/doc/HTML/examples/SimpleTutorialWithEumlTable.cpp
new file mode 100644
index 0000000000..e67b1aba3f
--- /dev/null
+++ b/libs/msm/doc/HTML/examples/SimpleTutorialWithEumlTable.cpp
@@ -0,0 +1,158 @@
+#include <iostream>
+// back-end
+#include <boost/msm/back/state_machine.hpp>
+//front-end
+#include <boost/msm/front/state_machine_def.hpp>
+#include <boost/msm/front/euml/euml.hpp>
+
+namespace msm = boost::msm;
+namespace mpl = boost::mpl;
+using namespace std;
+
+// entry/exit/action/guard logging functors
+#include "logging_functors.h"
+
+namespace
+{
+ // events
+ struct play_impl : msm::front::euml::euml_event<play_impl> {};
+ struct end_pause_impl : msm::front::euml::euml_event<end_pause_impl>{};
+ struct stop_impl : msm::front::euml::euml_event<stop_impl>{};
+ struct pause_impl : msm::front::euml::euml_event<pause_impl>{};
+ struct open_close_impl : msm::front::euml::euml_event<open_close_impl>{};
+ struct cd_detected_impl : msm::front::euml::euml_event<cd_detected_impl>{};
+
+ // define some dummy instances for use in the transition table
+ // it is also possible to default-construct them instead:
+ // struct play {};
+ // inside the table: play()
+ play_impl play;
+ end_pause_impl end_pause;
+ stop_impl stop;
+ pause_impl pause;
+ open_close_impl open_close;
+ cd_detected_impl cd_detected;
+
+ // The list of FSM states
+ // they have to be declared outside of the front-end only to make VC happy :(
+ // note: gcc would have no problem
+ struct Empty_impl : public msm::front::state<> , public msm::front::euml::euml_state<Empty_impl>
+ {
+ // every (optional) entry/exit methods get the event passed.
+ 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_impl : public msm::front::state<> , public msm::front::euml::euml_state<Open_impl>
+ {
+ 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_impl : public msm::front::state<> , public msm::front::euml::euml_state<Stopped_impl>
+ {
+ 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_impl : public msm::front::state<> , public msm::front::euml::euml_state<Playing_impl>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "entering: Playing" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "leaving: Playing" << std::endl;}
+ };
+
+ // state not defining any entry or exit
+ struct Paused_impl : public msm::front::state<> , public msm::front::euml::euml_state<Paused_impl>
+ {
+ };
+ //to make the transition table more readable
+ Empty_impl const Empty;
+ Open_impl const Open;
+ Stopped_impl const Stopped;
+ Playing_impl const Playing;
+ Paused_impl const Paused;
+
+ // front-end: define the FSM structure
+ struct player_ : public msm::front::state_machine_def<player_>
+ {
+
+ // the initial state of the player SM. Must be defined
+ typedef Empty_impl initial_state;
+
+ // Transition table for player
+ // replaces the old transition table
+ BOOST_MSM_EUML_DECLARE_TRANSITION_TABLE((
+ Stopped + play / 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 /(store_cd_info,
+ msm::front::euml::process_(play)) == Stopped ,
+ // +------------------------------------------------------------------------------+
+ Playing + stop / stop_playback == Stopped ,
+ Playing + pause / pause_playback == Paused ,
+ Playing + open_close / stop_and_open == Open ,
+ // +------------------------------------------------------------------------------+
+ Paused + end_pause / resume_playback == Playing ,
+ Paused + stop / stop_playback == Stopped ,
+ Paused + open_close / stop_and_open == Open
+ // +------------------------------------------------------------------------------+
+ ),transition_table)
+
+ // 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;
+ }
+ };
+ // Pick a back-end
+ 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;
+ }
+
+ void test()
+ {
+ player p;
+ // needed to start the highest-level SM. This will call on_entry and mark the start of the SM
+ p.start();
+ // go to Open, call on_exit on Empty, then action, then on_entry on Open
+ p.process_event(open_close); pstate(p);
+ p.process_event(open_close); pstate(p);
+ p.process_event(cd_detected); pstate(p);
+
+ // at this point, Play is active
+ p.process_event(pause); pstate(p);
+ // go back to Playing
+ p.process_event(end_pause); pstate(p);
+ p.process_event(pause); pstate(p);
+ p.process_event(stop); pstate(p);
+ // event leading to the same state
+ // no action method called as it is not present in the transition table
+ p.process_event(stop); pstate(p);
+ }
+}
+
+int main()
+{
+ test();
+ return 0;
+}
diff --git a/libs/msm/doc/HTML/examples/SimpleWithFunctors.cpp b/libs/msm/doc/HTML/examples/SimpleWithFunctors.cpp
new file mode 100644
index 0000000000..fa86f19030
--- /dev/null
+++ b/libs/msm/doc/HTML/examples/SimpleWithFunctors.cpp
@@ -0,0 +1,318 @@
+// 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 <vector>
+#include <iostream>
+// back-end
+#include <boost/msm/back/state_machine.hpp>
+//front-end
+#include <boost/msm/front/state_machine_def.hpp>
+// functors
+#include <boost/msm/front/functor_row.hpp>
+#include <boost/msm/front/euml/common.hpp>
+// for And_ operator
+#include <boost/msm/front/euml/operator.hpp>
+
+using namespace std;
+namespace msm = boost::msm;
+namespace mpl = boost::mpl;
+using namespace msm::front;
+// for And_ operator
+using namespace msm::front::euml;
+
+namespace // Concrete FSM implementation
+{
+ // events
+ struct play {};
+ struct end_pause {};
+ struct stop {};
+ struct pause {};
+ struct open_close {};
+
+ // A "complicated" event type that carries some data.
+ enum DiskTypeEnum
+ {
+ DISK_CD=0,
+ DISK_DVD=1
+ };
+ struct cd_detected
+ {
+ cd_detected(std::string name, DiskTypeEnum diskType)
+ : name(name),
+ disc_type(diskType)
+ {}
+
+ std::string name;
+ DiskTypeEnum disc_type;
+ };
+
+ // front-end: define the FSM structure
+ struct player_ : public msm::front::state_machine_def<player_>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const& ,FSM&)
+ {
+ std::cout << "entering: Player" << std::endl;
+ }
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& )
+ {
+ std::cout << "leaving: Player" << std::endl;
+ }
+
+ // The list of FSM states
+ struct Empty : public msm::front::state<>
+ {
+ // every (optional) entry/exit methods get the event passed.
+ 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<>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "entering: Playing" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "leaving: Playing" << std::endl;}
+ };
+
+ // state not defining any entry or exit
+ struct Paused : public msm::front::state<>
+ {
+ };
+
+ // the initial state of the player SM. Must be defined
+ typedef Empty initial_state;
+
+ // transition actions
+ // as the functors are generic on events, fsm and source/target state,
+ // you can reuse them in another machine if you wish
+ struct TestFct
+ {
+ template <class EVT,class FSM,class SourceState,class TargetState>
+ void operator()(EVT const&, FSM&,SourceState& ,TargetState& )
+ {
+ cout << "transition with event:" << typeid(EVT).name() << endl;
+ }
+ };
+ struct start_playback
+ {
+ template <class EVT,class FSM,class SourceState,class TargetState>
+ void operator()(EVT const& ,FSM& ,SourceState& ,TargetState& )
+ {
+ cout << "player::start_playback" << endl;
+ }
+ };
+ struct open_drawer
+ {
+ template <class EVT,class FSM,class SourceState,class TargetState>
+ void operator()(EVT const& ,FSM& ,SourceState& ,TargetState& )
+ {
+ cout << "player::open_drawer" << endl;
+ }
+ };
+ struct close_drawer
+ {
+ template <class EVT,class FSM,class SourceState,class TargetState>
+ void operator()(EVT const& ,FSM& ,SourceState& ,TargetState& )
+ {
+ cout << "player::close_drawer" << endl;
+ }
+ };
+ struct store_cd_info
+ {
+ template <class EVT,class FSM,class SourceState,class TargetState>
+ void operator()(EVT const&,FSM& fsm ,SourceState& ,TargetState& )
+ {
+ cout << "player::store_cd_info" << endl;
+ fsm.process_event(play());
+ }
+ };
+ struct stop_playback
+ {
+ template <class EVT,class FSM,class SourceState,class TargetState>
+ void operator()(EVT const& ,FSM& ,SourceState& ,TargetState& )
+ {
+ cout << "player::stop_playback" << endl;
+ }
+ };
+ struct pause_playback
+ {
+ template <class EVT,class FSM,class SourceState,class TargetState>
+ void operator()(EVT const& ,FSM& ,SourceState& ,TargetState& )
+ {
+ cout << "player::pause_playback" << endl;
+ }
+ };
+ struct resume_playback
+ {
+ template <class EVT,class FSM,class SourceState,class TargetState>
+ void operator()(EVT const& ,FSM& ,SourceState& ,TargetState& )
+ {
+ cout << "player::resume_playback" << endl;
+ }
+ };
+ struct stop_and_open
+ {
+ template <class EVT,class FSM,class SourceState,class TargetState>
+ void operator()(EVT const& ,FSM& ,SourceState& ,TargetState& )
+ {
+ cout << "player::stop_and_open" << endl;
+ }
+ };
+ struct stopped_again
+ {
+ template <class EVT,class FSM,class SourceState,class TargetState>
+ void operator()(EVT const& ,FSM& ,SourceState& ,TargetState& )
+ {
+ cout << "player::stopped_again" << endl;
+ }
+ };
+ // guard conditions
+ struct DummyGuard
+ {
+ template <class EVT,class FSM,class SourceState,class TargetState>
+ bool operator()(EVT const& evt,FSM& fsm,SourceState& src,TargetState& tgt)
+ {
+ return true;
+ }
+ };
+ struct good_disk_format
+ {
+ template <class EVT,class FSM,class SourceState,class TargetState>
+ bool operator()(EVT const& evt ,FSM&,SourceState& ,TargetState& )
+ {
+ // to test a guard condition, let's say we understand only CDs, not DVD
+ if (evt.disc_type != DISK_CD)
+ {
+ std::cout << "wrong disk, sorry" << std::endl;
+ return false;
+ }
+ return true;
+ }
+ };
+ struct always_true
+ {
+ template <class EVT,class FSM,class SourceState,class TargetState>
+ bool operator()(EVT const& evt ,FSM&,SourceState& ,TargetState& )
+ {
+ return true;
+ }
+ };
+ // we want to define one row with the classic look.
+ bool auto_start(cd_detected const& evt)
+ {
+ return false;
+ }
+
+ typedef player_ p; // makes transition table cleaner
+
+ // Transition table for player
+ struct transition_table : mpl::vector<
+ // Start Event Next Action Guard
+ // +---------+-------------+---------+---------------------------+----------------------+
+ Row < Stopped , play , Playing , ActionSequence_
+ <mpl::vector<
+ TestFct,start_playback> >
+ , DummyGuard >,
+ Row < Stopped , open_close , Open , open_drawer , none >,
+ Row < Stopped , stop , Stopped , none , none >,
+ // +---------+-------------+---------+---------------------------+----------------------+
+ Row < Open , open_close , Empty , close_drawer , none >,
+ // +---------+-------------+---------+---------------------------+----------------------+
+ Row < Empty , open_close , Open , open_drawer , none >,
+ Row < Empty , cd_detected , Stopped , store_cd_info , And_<good_disk_format,
+ always_true> >,
+ // we here also mix with some "classical row"
+ g_row < Empty , cd_detected , Playing , &p::auto_start >,
+ // +---------+-------------+---------+---------------------------+----------------------+
+ Row < Playing , stop , Stopped , stop_playback , none >,
+ Row < Playing , pause , Paused , pause_playback , none >,
+ Row < Playing , open_close , Open , stop_and_open , none >,
+ // +---------+-------------+---------+---------------------------+----------------------+
+ Row < Paused , end_pause , Playing , resume_playback , none >,
+ Row < Paused , stop , Stopped , stop_playback , none >,
+ Row < Paused , open_close , Open , stop_and_open , none >
+ // +---------+-------------+---------+---------------------------+----------------------+
+ > {};
+ // 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;
+ }
+ };
+ // Pick a back-end
+ 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;
+ }
+
+ void test()
+ {
+ player p;
+ // needed to start the highest-level SM. This will call on_entry and mark the start of the SM
+ p.start();
+ // go to Open, call on_exit on Empty, then action, then on_entry on Open
+ p.process_event(open_close()); pstate(p);
+ p.process_event(open_close()); pstate(p);
+ // will be rejected, wrong disk type
+ p.process_event(
+ cd_detected("louie, louie",DISK_DVD)); pstate(p);
+ p.process_event(
+ cd_detected("louie, louie",DISK_CD)); pstate(p);
+ // no need to call play() as the previous event does it in its action method
+ //p.process_event(play());
+
+ // at this point, Play is active
+ p.process_event(pause()); pstate(p);
+ // go back to Playing
+ p.process_event(end_pause()); pstate(p);
+ p.process_event(pause()); pstate(p);
+ p.process_event(stop()); pstate(p);
+ // event leading to the same state
+ // no action method called as it is not present in the transition table
+ p.process_event(stop()); pstate(p);
+ std::cout << "stop fsm" << std::endl;
+ p.stop();
+
+ }
+}
+
+int main()
+{
+ test();
+ return 0;
+}
diff --git a/libs/msm/doc/HTML/examples/SimpleWithFunctors2.cpp b/libs/msm/doc/HTML/examples/SimpleWithFunctors2.cpp
new file mode 100644
index 0000000000..4ca3dc9fad
--- /dev/null
+++ b/libs/msm/doc/HTML/examples/SimpleWithFunctors2.cpp
@@ -0,0 +1,320 @@
+// 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 <vector>
+#include <iostream>
+// back-end
+#include <boost/msm/back/state_machine.hpp>
+//front-end
+#include <boost/msm/front/state_machine_def.hpp>
+// functors
+#include <boost/msm/front/functor_row.hpp>
+#include <boost/msm/front/euml/common.hpp>
+// for And_ operator
+#include <boost/msm/front/euml/operator.hpp>
+// for func_state and func_state_machine
+#include <boost/msm/front/euml/state_grammar.hpp>
+
+using namespace std;
+namespace msm = boost::msm;
+namespace mpl = boost::mpl;
+using namespace msm::front;
+// for And_ operator
+using namespace msm::front::euml;
+
+namespace // Concrete FSM implementation
+{
+ // events
+ struct play {};
+ struct end_pause {};
+ struct stop {};
+ struct pause {};
+ struct open_close {};
+
+ // A "complicated" event type that carries some data.
+ enum DiskTypeEnum
+ {
+ DISK_CD=0,
+ DISK_DVD=1
+ };
+ struct cd_detected
+ {
+ cd_detected(std::string name, DiskTypeEnum diskType)
+ : name(name),
+ disc_type(diskType)
+ {}
+
+ std::string name;
+ DiskTypeEnum disc_type;
+ };
+
+ // front-end: define the FSM structure
+ struct player_ : public msm::front::state_machine_def<player_>
+ {
+ // The list of FSM states
+ // entry and exit functors for Empty
+ struct Empty_Entry
+ {
+ template <class Event,class FSM,class STATE>
+ void operator()(Event const&,FSM&,STATE& )
+ {
+ std::cout << "entering: Empty" << std::endl;
+ }
+ };
+ struct Empty_Exit
+ {
+ template <class Event,class FSM,class STATE>
+ void operator()(Event const&,FSM&,STATE& )
+ {
+ std::cout << "leaving: Empty" << std::endl;
+ }
+ };
+ // definition of Empty
+ struct Empty_tag {};
+ typedef msm::front::euml::func_state<Empty_tag,Empty_Entry,Empty_Exit> Empty;
+
+ struct Open_Entry
+ {
+ template <class Event,class FSM,class STATE>
+ void operator()(Event const&,FSM&,STATE& )
+ {
+ std::cout << "entering: Open" << std::endl;
+ }
+ };
+ struct Open_Exit
+ {
+ template <class Event,class FSM,class STATE>
+ void operator()(Event const&,FSM&,STATE& )
+ {
+ std::cout << "leaving: Open" << std::endl;
+ }
+ };
+ struct Open_tag {};
+ typedef msm::front::euml::func_state<Open_tag,Open_Entry,Open_Exit> Open;
+
+ // states without entry/exit actions (can be declared as functor state, just without functors ;-) )
+ struct Stopped_tag {};
+ typedef msm::front::euml::func_state<Stopped_tag> Stopped;
+
+ struct Playing_tag {};
+ typedef msm::front::euml::func_state<Playing_tag> Playing;
+
+ // state not defining any entry or exit (declared as simple state. Equivalent)
+ struct Paused : public msm::front::state<>
+ {
+ };
+
+ // the initial state of the player SM. Must be defined
+ typedef Empty initial_state;
+
+ // transition actions
+ // as the functors are generic on events, fsm and source/target state,
+ // you can reuse them in another machine if you wish
+ struct TestFct
+ {
+ template <class EVT,class FSM,class SourceState,class TargetState>
+ void operator()(EVT const&, FSM&,SourceState& ,TargetState& )
+ {
+ cout << "transition with event:" << typeid(EVT).name() << endl;
+ }
+ };
+ struct start_playback
+ {
+ template <class EVT,class FSM,class SourceState,class TargetState>
+ void operator()(EVT const& ,FSM& ,SourceState& ,TargetState& )
+ {
+ cout << "player::start_playback" << endl;
+ }
+ };
+ struct open_drawer
+ {
+ template <class EVT,class FSM,class SourceState,class TargetState>
+ void operator()(EVT const& ,FSM& ,SourceState& ,TargetState& )
+ {
+ cout << "player::open_drawer" << endl;
+ }
+ };
+ struct close_drawer
+ {
+ template <class EVT,class FSM,class SourceState,class TargetState>
+ void operator()(EVT const& ,FSM& ,SourceState& ,TargetState& )
+ {
+ cout << "player::close_drawer" << endl;
+ }
+ };
+ struct store_cd_info
+ {
+ template <class EVT,class FSM,class SourceState,class TargetState>
+ void operator()(EVT const&,FSM& fsm ,SourceState& ,TargetState& )
+ {
+ cout << "player::store_cd_info" << endl;
+ fsm.process_event(play());
+ }
+ };
+ struct stop_playback
+ {
+ template <class EVT,class FSM,class SourceState,class TargetState>
+ void operator()(EVT const& ,FSM& ,SourceState& ,TargetState& )
+ {
+ cout << "player::stop_playback" << endl;
+ }
+ };
+ struct pause_playback
+ {
+ template <class EVT,class FSM,class SourceState,class TargetState>
+ void operator()(EVT const& ,FSM& ,SourceState& ,TargetState& )
+ {
+ cout << "player::pause_playback" << endl;
+ }
+ };
+ struct resume_playback
+ {
+ template <class EVT,class FSM,class SourceState,class TargetState>
+ void operator()(EVT const& ,FSM& ,SourceState& ,TargetState& )
+ {
+ cout << "player::resume_playback" << endl;
+ }
+ };
+ struct stop_and_open
+ {
+ template <class EVT,class FSM,class SourceState,class TargetState>
+ void operator()(EVT const& ,FSM& ,SourceState& ,TargetState& )
+ {
+ cout << "player::stop_and_open" << endl;
+ }
+ };
+ struct stopped_again
+ {
+ template <class EVT,class FSM,class SourceState,class TargetState>
+ void operator()(EVT const& ,FSM& ,SourceState& ,TargetState& )
+ {
+ cout << "player::stopped_again" << endl;
+ }
+ };
+ // guard conditions
+ struct DummyGuard
+ {
+ template <class EVT,class FSM,class SourceState,class TargetState>
+ bool operator()(EVT const& evt,FSM& fsm,SourceState& src,TargetState& tgt)
+ {
+ return true;
+ }
+ };
+ struct good_disk_format
+ {
+ template <class EVT,class FSM,class SourceState,class TargetState>
+ bool operator()(EVT const& evt ,FSM&,SourceState& ,TargetState& )
+ {
+ // to test a guard condition, let's say we understand only CDs, not DVD
+ if (evt.disc_type != DISK_CD)
+ {
+ std::cout << "wrong disk, sorry" << std::endl;
+ return false;
+ }
+ return true;
+ }
+ };
+ struct always_true
+ {
+ template <class EVT,class FSM,class SourceState,class TargetState>
+ bool operator()(EVT const& evt ,FSM&,SourceState& ,TargetState& )
+ {
+ return true;
+ }
+ };
+ // we want to define one row with the classic look.
+ bool auto_start(cd_detected const& evt)
+ {
+ return false;
+ }
+
+ typedef player_ p; // makes transition table cleaner
+
+ // Transition table for player
+ struct transition_table : mpl::vector<
+ // Start Event Next Action Guard
+ // +---------+-------------+---------+---------------------------+----------------------+
+ Row < Stopped , play , Playing , ActionSequence_
+ <mpl::vector<
+ TestFct,start_playback> >
+ , DummyGuard >,
+ Row < Stopped , open_close , Open , open_drawer , none >,
+ Row < Stopped , stop , Stopped , none , none >,
+ // +---------+-------------+---------+---------------------------+----------------------+
+ Row < Open , open_close , Empty , close_drawer , none >,
+ // +---------+-------------+---------+---------------------------+----------------------+
+ Row < Empty , open_close , Open , open_drawer , none >,
+ Row < Empty , cd_detected , Stopped , store_cd_info , And_<good_disk_format,
+ always_true> >,
+ // we here also mix with some "classical row"
+ g_row < Empty , cd_detected , Playing , &p::auto_start >,
+ // +---------+-------------+---------+---------------------------+----------------------+
+ Row < Playing , stop , Stopped , stop_playback , none >,
+ Row < Playing , pause , Paused , pause_playback , none >,
+ Row < Playing , open_close , Open , stop_and_open , none >,
+ // +---------+-------------+---------+---------------------------+----------------------+
+ Row < Paused , end_pause , Playing , resume_playback , none >,
+ Row < Paused , stop , Stopped , stop_playback , none >,
+ Row < Paused , open_close , Open , stop_and_open , none >
+ // +---------+-------------+---------+---------------------------+----------------------+
+ > {};
+ // 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;
+ }
+ };
+ // Pick a back-end
+ 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;
+ }
+
+ void test()
+ {
+ player p;
+ // needed to start the highest-level SM. This will call on_entry and mark the start of the SM
+ p.start();
+ // go to Open, call on_exit on Empty, then action, then on_entry on Open
+ p.process_event(open_close()); pstate(p);
+ p.process_event(open_close()); pstate(p);
+ // will be rejected, wrong disk type
+ p.process_event(
+ cd_detected("louie, louie",DISK_DVD)); pstate(p);
+ p.process_event(
+ cd_detected("louie, louie",DISK_CD)); pstate(p);
+ // no need to call play() as the previous event does it in its action method
+ //p.process_event(play());
+
+ // at this point, Play is active
+ p.process_event(pause()); pstate(p);
+ // go back to Playing
+ p.process_event(end_pause()); pstate(p);
+ p.process_event(pause()); pstate(p);
+ p.process_event(stop()); pstate(p);
+ // event leading to the same state
+ // no action method called as it is not present in the transition table
+ p.process_event(stop()); pstate(p);
+ }
+}
+
+int main()
+{
+ test();
+ return 0;
+}
diff --git a/libs/msm/doc/HTML/examples/SimpleWithFunctors3.cpp b/libs/msm/doc/HTML/examples/SimpleWithFunctors3.cpp
new file mode 100644
index 0000000000..6d654e79d6
--- /dev/null
+++ b/libs/msm/doc/HTML/examples/SimpleWithFunctors3.cpp
@@ -0,0 +1,307 @@
+// 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 <vector>
+#include <iostream>
+// back-end
+#include <boost/msm/back/state_machine.hpp>
+//front-end
+#include <boost/msm/front/state_machine_def.hpp>
+// functors
+#include <boost/msm/front/functor_row.hpp>
+#include <boost/msm/front/euml/common.hpp>
+// for And_ operator
+#include <boost/msm/front/euml/operator.hpp>
+// for func_state and func_state_machine
+#include <boost/msm/front/euml/state_grammar.hpp>
+
+using namespace std;
+namespace msm = boost::msm;
+namespace mpl = boost::mpl;
+using namespace msm::front;
+// for And_ operator
+using namespace msm::front::euml;
+
+namespace // Concrete FSM implementation
+{
+ // events
+ struct play {};
+ struct end_pause {};
+ struct stop {};
+ struct pause {};
+ struct open_close {};
+
+ // A "complicated" event type that carries some data.
+ enum DiskTypeEnum
+ {
+ DISK_CD=0,
+ DISK_DVD=1
+ };
+ struct cd_detected
+ {
+ cd_detected(std::string name, DiskTypeEnum diskType)
+ : name(name),
+ disc_type(diskType)
+ {}
+
+ std::string name;
+ DiskTypeEnum disc_type;
+ };
+
+
+ // The list of FSM states
+ // entry and exit functors for Empty
+ struct Empty_Entry
+ {
+ template <class Event,class FSM,class STATE>
+ void operator()(Event const&,FSM&,STATE& )
+ {
+ std::cout << "entering: Empty" << std::endl;
+ }
+ };
+ struct Empty_Exit
+ {
+ template <class Event,class FSM,class STATE>
+ void operator()(Event const&,FSM&,STATE& )
+ {
+ std::cout << "leaving: Empty" << std::endl;
+ }
+ };
+ // definition of Empty
+ struct Empty_tag {};
+ typedef msm::front::euml::func_state<Empty_tag,Empty_Entry,Empty_Exit> Empty;
+
+ struct Open_Entry
+ {
+ template <class Event,class FSM,class STATE>
+ void operator()(Event const&,FSM&,STATE& )
+ {
+ std::cout << "entering: Open" << std::endl;
+ }
+ };
+ struct Open_Exit
+ {
+ template <class Event,class FSM,class STATE>
+ void operator()(Event const&,FSM&,STATE& )
+ {
+ std::cout << "leaving: Open" << std::endl;
+ }
+ };
+ struct Open_tag {};
+ typedef msm::front::euml::func_state<Open_tag,Open_Entry,Open_Exit> Open;
+
+ // states without entry/exit actions (can be declared as functor state, just without functors ;-) )
+ struct Stopped_tag {};
+ typedef msm::front::euml::func_state<Stopped_tag> Stopped;
+
+ struct Playing_tag {};
+ typedef msm::front::euml::func_state<Playing_tag> Playing;
+
+ // state not defining any entry or exit (declared as simple state. Equivalent)
+ struct Paused_tag {};
+ typedef msm::front::euml::func_state<Paused_tag> Paused;
+
+ // the initial state of the player SM. Must be defined
+ typedef Empty initial_state;
+
+ // transition actions
+ // as the functors are generic on events, fsm and source/target state,
+ // you can reuse them in another machine if you wish
+ struct TestFct
+ {
+ template <class EVT,class FSM,class SourceState,class TargetState>
+ void operator()(EVT const&, FSM&,SourceState& ,TargetState& )
+ {
+ cout << "transition with event:" << typeid(EVT).name() << endl;
+ }
+ };
+ struct start_playback
+ {
+ template <class EVT,class FSM,class SourceState,class TargetState>
+ void operator()(EVT const& ,FSM& ,SourceState& ,TargetState& )
+ {
+ cout << "player::start_playback" << endl;
+ }
+ };
+ struct open_drawer
+ {
+ template <class EVT,class FSM,class SourceState,class TargetState>
+ void operator()(EVT const& ,FSM& ,SourceState& ,TargetState& )
+ {
+ cout << "player::open_drawer" << endl;
+ }
+ };
+ struct close_drawer
+ {
+ template <class EVT,class FSM,class SourceState,class TargetState>
+ void operator()(EVT const& ,FSM& ,SourceState& ,TargetState& )
+ {
+ cout << "player::close_drawer" << endl;
+ }
+ };
+ struct store_cd_info
+ {
+ template <class EVT,class FSM,class SourceState,class TargetState>
+ void operator()(EVT const&,FSM& fsm ,SourceState& ,TargetState& )
+ {
+ cout << "player::store_cd_info" << endl;
+ fsm.process_event(play());
+ }
+ };
+ struct stop_playback
+ {
+ template <class EVT,class FSM,class SourceState,class TargetState>
+ void operator()(EVT const& ,FSM& ,SourceState& ,TargetState& )
+ {
+ cout << "player::stop_playback" << endl;
+ }
+ };
+ struct pause_playback
+ {
+ template <class EVT,class FSM,class SourceState,class TargetState>
+ void operator()(EVT const& ,FSM& ,SourceState& ,TargetState& )
+ {
+ cout << "player::pause_playback" << endl;
+ }
+ };
+ struct resume_playback
+ {
+ template <class EVT,class FSM,class SourceState,class TargetState>
+ void operator()(EVT const& ,FSM& ,SourceState& ,TargetState& )
+ {
+ cout << "player::resume_playback" << endl;
+ }
+ };
+ struct stop_and_open
+ {
+ template <class EVT,class FSM,class SourceState,class TargetState>
+ void operator()(EVT const& ,FSM& ,SourceState& ,TargetState& )
+ {
+ cout << "player::stop_and_open" << endl;
+ }
+ };
+ struct stopped_again
+ {
+ template <class EVT,class FSM,class SourceState,class TargetState>
+ void operator()(EVT const& ,FSM& ,SourceState& ,TargetState& )
+ {
+ cout << "player::stopped_again" << endl;
+ }
+ };
+ // guard conditions
+ struct DummyGuard
+ {
+ template <class EVT,class FSM,class SourceState,class TargetState>
+ bool operator()(EVT const& evt,FSM& fsm,SourceState& src,TargetState& tgt)
+ {
+ return true;
+ }
+ };
+ struct good_disk_format
+ {
+ template <class EVT,class FSM,class SourceState,class TargetState>
+ bool operator()(EVT const& evt ,FSM&,SourceState& ,TargetState& )
+ {
+ // to test a guard condition, let's say we understand only CDs, not DVD
+ if (evt.disc_type != DISK_CD)
+ {
+ std::cout << "wrong disk, sorry" << std::endl;
+ return false;
+ }
+ return true;
+ }
+ };
+ struct always_true
+ {
+ template <class EVT,class FSM,class SourceState,class TargetState>
+ bool operator()(EVT const& evt ,FSM&,SourceState& ,TargetState& )
+ {
+ return true;
+ }
+ };
+
+ // Transition table for player
+ struct player_transition_table : mpl::vector<
+ // Start Event Next Action Guard
+ // +---------+-------------+---------+---------------------------+----------------------+
+ Row < Stopped , play , Playing , ActionSequence_
+ <mpl::vector<
+ TestFct,start_playback> >
+ , DummyGuard >,
+ Row < Stopped , open_close , Open , open_drawer , none >,
+ Row < Stopped , stop , Stopped , none , none >,
+ // +---------+-------------+---------+---------------------------+----------------------+
+ Row < Open , open_close , Empty , close_drawer , none >,
+ // +---------+-------------+---------+---------------------------+----------------------+
+ Row < Empty , open_close , Open , open_drawer , none >,
+ Row < Empty , cd_detected , Stopped , store_cd_info , And_<good_disk_format,
+ always_true> >,
+ // +---------+-------------+---------+---------------------------+----------------------+
+ Row < Playing , stop , Stopped , stop_playback , none >,
+ Row < Playing , pause , Paused , pause_playback , none >,
+ Row < Playing , open_close , Open , stop_and_open , none >,
+ // +---------+-------------+---------+---------------------------+----------------------+
+ Row < Paused , end_pause , Playing , resume_playback , none >,
+ Row < Paused , stop , Stopped , stop_playback , none >,
+ Row < Paused , open_close , Open , stop_and_open , none >
+ // +---------+-------------+---------+---------------------------+----------------------+
+ > {};
+ // fsm definition
+ struct player_tag {};
+ typedef msm::front::euml::func_state_machine<Playing_tag,
+ // transition table
+ player_transition_table,
+ //Initial state
+ Empty> player_;
+ // Pick a back-end
+ 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;
+ }
+
+ void test()
+ {
+ player p;
+ // needed to start the highest-level SM. This will call on_entry and mark the start of the SM
+ p.start();
+ // go to Open, call on_exit on Empty, then action, then on_entry on Open
+ p.process_event(open_close()); pstate(p);
+ p.process_event(open_close()); pstate(p);
+ // will be rejected, wrong disk type
+ p.process_event(
+ cd_detected("louie, louie",DISK_DVD)); pstate(p);
+ p.process_event(
+ cd_detected("louie, louie",DISK_CD)); pstate(p);
+ // no need to call play() as the previous event does it in its action method
+ //p.process_event(play());
+
+ // at this point, Play is active
+ p.process_event(pause()); pstate(p);
+ // go back to Playing
+ p.process_event(end_pause()); pstate(p);
+ p.process_event(pause()); pstate(p);
+ p.process_event(stop()); pstate(p);
+ // event leading to the same state
+ // no action method called as it is not present in the transition table
+ p.process_event(stop()); pstate(p);
+ }
+}
+
+int main()
+{
+ test();
+ return 0;
+}
diff --git a/libs/msm/doc/HTML/examples/TestErrorOrthogonality.cpp b/libs/msm/doc/HTML/examples/TestErrorOrthogonality.cpp
new file mode 100644
index 0000000000..fd67e75055
--- /dev/null
+++ b/libs/msm/doc/HTML/examples/TestErrorOrthogonality.cpp
@@ -0,0 +1,119 @@
+// 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 <iostream>
+
+// back-end
+#include <boost/msm/back/state_machine.hpp>
+#include <boost/msm/back/mpl_graph_fsm_check.hpp>
+//front-end
+#include <boost/msm/front/state_machine_def.hpp>
+
+namespace msm = boost::msm;
+namespace mpl = boost::mpl;
+using namespace msm::back;
+namespace
+{
+ // events
+ struct play {};
+ struct end_pause {};
+ struct stop {};
+ struct pause {};
+ struct open_close {};
+ struct cd_detected{};
+ struct error_found {};
+
+ // front-end: define the FSM structure
+ struct player_ : public msm::front::state_machine_def<player_>
+ {
+ // The list of FSM states
+ struct Empty : public msm::front::state<>
+ {
+ };
+ struct Open : public msm::front::state<>
+ {
+ };
+
+ // sm_ptr still supported but deprecated as functors are a much better way to do the same thing
+ struct Stopped : public msm::front::state<>
+ {
+ };
+
+ struct Playing : public msm::front::state<>
+ {
+ };
+
+ // state not defining any entry or exit
+ struct Paused : public msm::front::state<>
+ {
+ };
+ struct AllOk : public msm::front::state<>
+ {
+ };
+ struct ErrorMode : public msm::front::state<>
+ {
+ };
+ struct State1 : public msm::front::state<>
+ {
+ };
+ struct State2 : public msm::front::state<>
+ {
+ };
+ // the initial state of the player SM. Must be defined
+ typedef mpl::vector<Empty,AllOk> initial_state;
+
+ // Transition table for player
+ struct transition_table : mpl::vector<
+ // Start Event Next Action Guard
+ // +---------+-------------+---------+---------------------+----------------------+
+ // adding this line makes non-reachable states and should cause a static assert
+ //_row < State1 , open_close , State2 >,
+ // adding this line makes non-orthogonal regions and should cause a static assert
+ //_row < Paused , error_found , ErrorMode >,
+ _row < Stopped , play , Playing >,
+ _row < Stopped , open_close , Open >,
+ _row < Stopped , stop , Stopped >,
+ // +---------+-------------+---------+---------------------+----------------------+
+ _row < Open , open_close , Empty >,
+ // +---------+-------------+---------+---------------------+----------------------+
+ _row < Empty , open_close , Open >,
+ _row < Empty , cd_detected , Stopped >,
+ _row < Empty , cd_detected , Playing >,
+ // +---------+-------------+---------+---------------------+----------------------+
+ _row < Playing , stop , Stopped >,
+ _row < Playing , pause , Paused >,
+ _row < Playing , open_close , Open >,
+ // +---------+-------------+---------+---------------------+----------------------+
+ _row < Paused , end_pause , Playing >,
+ _row < Paused , stop , Stopped >,
+ _row < Paused , open_close , Open >,
+ _row < AllOk , error_found , ErrorMode >
+ // +---------+-------------+---------+---------------------+----------------------+
+ > {};
+ // Replaces the default no-transition response.
+ template <class FSM,class Event>
+ void no_transition(Event const& e, FSM&,int state)
+ {
+ }
+ };
+ // Pick a back-end
+ typedef msm::back::state_machine<player_,msm::back::mpl_graph_fsm_check> player;
+
+ void test()
+ {
+ player p;
+ }
+}
+
+int main()
+{
+ test();
+ return 0;
+}
diff --git a/libs/msm/doc/HTML/examples/TestInternal.cpp b/libs/msm/doc/HTML/examples/TestInternal.cpp
new file mode 100644
index 0000000000..ea8f35c5a9
--- /dev/null
+++ b/libs/msm/doc/HTML/examples/TestInternal.cpp
@@ -0,0 +1,337 @@
+// 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 <iostream>
+#include "boost/mpl/vector/vector30.hpp"
+
+// back-end
+#include <boost/msm/back/state_machine.hpp>
+//front-end
+#include <boost/msm/front/state_machine_def.hpp>
+#include <boost/msm/front/functor_row.hpp>
+#include <boost/msm/front/internal_row.hpp>
+
+namespace msm = boost::msm;
+namespace mpl = boost::mpl;
+using namespace msm::front;
+
+namespace
+{
+ // events
+ struct play {};
+ struct end_pause {};
+ struct stop {};
+ struct pause {};
+ struct internal_event {};
+ struct open_close {};
+ struct NextSong {};
+ struct PreviousSong {};
+ struct to_ignore {};
+
+ // A "complicated" event type that carries some data.
+ enum DiskTypeEnum
+ {
+ DISK_CD=0,
+ DISK_DVD=1
+ };
+ struct cd_detected
+ {
+ cd_detected(std::string name, DiskTypeEnum diskType)
+ : name(name),
+ disc_type(diskType)
+ {}
+
+ std::string name;
+ DiskTypeEnum disc_type;
+ };
+
+ // front-end: define the FSM structure
+ struct player_ : public msm::front::state_machine_def<player_>
+ {
+ // transition actions
+ void start_playback(play const&) { std::cout << "player::start_playback\n"; }
+ void open_drawer(open_close const&) { std::cout << "player::open_drawer\n"; }
+ void close_drawer(open_close const&) { std::cout << "player::close_drawer\n"; }
+ void store_cd_info(cd_detected const&) { std::cout << "player::store_cd_info\n"; }
+ void stop_playback(stop const&) { std::cout << "player::stop_playback\n"; }
+ void pause_playback(pause const&) { std::cout << "player::pause_playback\n"; }
+ void resume_playback(end_pause const&) { std::cout << "player::resume_playback\n"; }
+ void stop_and_open(open_close const&) { std::cout << "player::stop_and_open\n"; }
+ void stopped_again(stop const&) {std::cout << "player::stopped_again\n";}
+ // guard conditions
+ bool good_disk_format(cd_detected const& evt)
+ {
+ // to test a guard condition, let's say we understand only CDs, not DVD
+ if (evt.disc_type != DISK_CD)
+ {
+ std::cout << "wrong disk, sorry" << std::endl;
+ return false;
+ }
+ return true;
+ }
+ // transitions internal to Empty
+ void internal_action(cd_detected const&){ std::cout << "Empty::internal action\n"; }
+ bool internal_guard(cd_detected const&)
+ {
+ std::cout << "Empty::internal guard\n";
+ return false;
+ }
+ void internal_action(internal_event const&){ std::cout << "Playing::internal action\n"; }
+ bool internal_guard(internal_event const&)
+ {
+ std::cout << "Playing::internal guard\n";
+ return false;
+ }
+
+ // The list of FSM states
+ struct Empty : public msm::front::state<>
+ {
+ // every (optional) entry/exit methods get the event passed.
+ 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 internal_guard_fct
+ {
+ template <class EVT,class FSM,class SourceState,class TargetState>
+ bool operator()(EVT const& evt ,FSM&,SourceState& ,TargetState& )
+ {
+ std::cout << "Empty::internal guard functor\n";
+ return false;
+ }
+ };
+ struct internal_action_fct
+ {
+ template <class EVT,class FSM,class SourceState,class TargetState>
+ void operator()(EVT const& ,FSM& ,SourceState& ,TargetState& )
+ {
+ std::cout << "Empty::internal action functor" << std::endl;
+ }
+ };
+ void internal_action(to_ignore const&) { std::cout << "Empty::(almost)ignoring event\n"; }
+ // Transition table for Empty
+ struct internal_transition_table : mpl::vector<
+ // Start Event Next Action Guard
+ Row < Empty , cd_detected , none , internal_action_fct ,internal_guard_fct >,
+ Internal < cd_detected , internal_action_fct ,internal_guard_fct >,
+ a_internal< to_ignore , Empty,&Empty::internal_action >
+ // +---------+-------------+----------+------------------------+----------------------+
+ > {};
+ };
+ 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<>
+ {
+ 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_>
+ {
+ // when playing, the CD is loaded and we are in either pause or playing (duh)
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "entering: Playing" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "leaving: Playing" << std::endl;}
+
+ // The list of FSM states
+ struct Song1 : public msm::front::state<>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "starting: First song" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "finishing: First Song" << std::endl;}
+
+ };
+ struct Song2 : public msm::front::state<>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "starting: Second song" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "finishing: Second Song" << std::endl;}
+ };
+ struct Song3 : public msm::front::state<>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "starting: Third song" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "finishing: Third Song" << std::endl;}
+ };
+ // the initial state. Must be defined
+ typedef Song1 initial_state;
+ // transition actions
+ void start_next_song(NextSong const&){std::cout << "Playing: start_next_song" << std::endl;}
+ void start_prev_song(PreviousSong const&){std::cout << "Playing: start_prev_song" << std::endl;}
+ // guard conditions
+ struct playing_internal_guard
+ {
+ template <class EVT,class FSM,class SourceState,class TargetState>
+ bool operator()(EVT const& evt ,FSM&,SourceState& ,TargetState& )
+ {
+ std::cout << "Playing::internal guard fct\n";
+ return true;
+ }
+ };
+ struct playing_false_guard
+ {
+ template <class EVT,class FSM,class SourceState,class TargetState>
+ bool operator()(EVT const& evt ,FSM&,SourceState& ,TargetState& )
+ {
+ std::cout << "Playing::false guard\n";
+ return false;
+ }
+ };
+ struct playing_internal_fct
+ {
+ template <class EVT,class FSM,class SourceState,class TargetState>
+ void operator()(EVT const& evt ,FSM&,SourceState& ,TargetState& )
+ {
+ std::cout << "Playing::internal fct\n";
+ }
+ };
+ 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 >
+ // +---------+-------------+---------+---------------------+----------------------+
+ > {};
+ // Internal transition table for Playing
+ // +---------+----------------+---------+---------------------+-----------------------+
+ struct internal_transition_table : mpl::vector<
+ // normal internal transition
+ // Start Event Next Action Guard
+ Internal < internal_event , playing_internal_fct,playing_internal_guard >,
+ // conflict between internal and the external defined above
+ Internal < PreviousSong , playing_internal_fct,playing_false_guard >,
+ internal < internal_event , player_,&player_::internal_action,
+ player_,&player_::internal_guard >
+ // +---------+----------------+---------+---------------------+-----------------------+
+ > {};
+
+ // 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;
+ }
+ };
+ // back-end
+ typedef msm::back::state_machine<Playing_> Playing;
+
+ // state not defining any entry or exit
+ struct Paused : public msm::front::state<>
+ {
+ };
+
+ // the initial state of the player SM. Must be defined
+ typedef Empty initial_state;
+
+ 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 >,
+ _row < Stopped , stop , Stopped >,
+ // +---------+-------------+---------+---------------------+----------------------+
+ a_row < Open , open_close , Empty , &p::close_drawer >,
+ // +---------+-------------+---------+---------------------+----------------------+
+ a_row < Empty , open_close , Open , &p::open_drawer >,
+ // conflict between a normal and 2 internal transitions (irow/g_irow)
+ // + a state-defined internals defined 2 ways (see Empty)
+ row < Empty , cd_detected , Stopped , &p::store_cd_info ,&p::good_disk_format >,
+ irow < Empty , cd_detected , &p::internal_action ,&p::internal_guard >,
+ g_irow < Empty , cd_detected ,&p::internal_guard >,
+ // +---------+-------------+---------+---------------------+----------------------+
+ 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;
+ }
+ };
+ // Pick a back-end
+ 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;
+ }
+
+ void test()
+ {
+ player p;
+ // needed to start the highest-level SM. This will call on_entry and mark the start of the SM
+ p.start();
+ // this event will be ignored and not call no_transition
+ p.process_event(to_ignore());
+ // go to Open, call on_exit on Empty, then action, then on_entry on Open
+ p.process_event(open_close()); pstate(p);
+ p.process_event(open_close()); pstate(p);
+ // will be rejected, wrong disk type
+ p.process_event(
+ cd_detected("louie, louie",DISK_DVD)); pstate(p);
+ p.process_event(
+ cd_detected("louie, louie",DISK_CD)); pstate(p);
+ p.process_event(play());
+ p.process_event(NextSong());
+ std::cout << "sending an internal event" << std::endl;
+ p.process_event(internal_event());
+ std::cout << "conflict between the internal and normal transition. Internal is tried last" << std::endl;
+ p.process_event(PreviousSong());
+
+ // at this point, Play is active
+ p.process_event(pause()); pstate(p);
+ // go back to Playing
+ p.process_event(end_pause()); pstate(p);
+ p.process_event(pause()); pstate(p);
+ p.process_event(stop()); pstate(p);
+ // event leading to the same state
+ // no action method called as it is not present in the transition table
+ p.process_event(stop()); pstate(p);
+ }
+}
+
+int main()
+{
+ test();
+ return 0;
+}
diff --git a/libs/msm/doc/HTML/examples/Visitor.cpp b/libs/msm/doc/HTML/examples/Visitor.cpp
new file mode 100644
index 0000000000..03f2954060
--- /dev/null
+++ b/libs/msm/doc/HTML/examples/Visitor.cpp
@@ -0,0 +1,368 @@
+// 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 <iostream>
+#include <string>
+#include "boost/mpl/vector/vector30.hpp"
+
+#include <boost/msm/back/state_machine.hpp>
+#include <boost/msm/front/state_machine_def.hpp>
+#include <boost/msm/back/tools.hpp>
+
+using namespace std;
+namespace msm = boost::msm;
+namespace mpl = boost::mpl;
+
+namespace // Concrete FSM implementation
+{
+ // events
+ struct play {};
+ struct end_pause {};
+ struct stop {};
+ struct pause {};
+ struct open_close {};
+ struct NextSong {};
+ struct PreviousSong {};
+ struct ThreeSec {};
+ struct TenSec {};
+ struct error_found {};
+ struct end_error {};
+ struct cd_detected {};
+
+ // a simple visitor
+ struct SomeVisitor
+ {
+ template <class T>
+ void visit_state(T* astate,int i)
+ {
+ std::cout << "visiting state:" << typeid(*astate).name()
+ << " with data:" << i << std::endl;
+ }
+ };
+ // base state for all states of ths fsm, to make them visitable
+ struct my_visitable_state
+ {
+ // signature of the accept function
+ typedef msm::back::args<void,SomeVisitor&,int> 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&,int) const {}
+ // or if you want all states to be visited, provide an implementation
+ /*
+ void accept(SomeVisitor& vis,int i) const
+ {
+ vis.visit_state(this,i);
+ }
+ */
+ };
+
+ // Concrete FSM implementation
+ struct player_ : public msm::front::state_machine_def<player_,my_visitable_state>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "starting: player" << std::endl;}
+ // The list of FSM states
+ struct Empty : public msm::front::state<my_visitable_state>
+ {
+ typedef mpl::vector<play> deferred_events;
+ 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;}
+ // this state wants to be visited
+ void accept(SomeVisitor& vis,int i) const
+ {
+ vis.visit_state(this,i);
+ }
+ };
+ struct Open : public msm::front::state<my_visitable_state>
+ {
+ typedef mpl::vector<play> deferred_events;
+ 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;}
+ // this state wants to be visited
+ void accept(SomeVisitor& vis,int i) const
+ {
+ vis.visit_state(this,i);
+ }
+ };
+ struct Stopped : public msm::front::state<my_visitable_state>
+ {
+ 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;}
+ // this state wants to be visited
+ void accept(SomeVisitor& vis,int i) const
+ {
+ // note that visiting will recursively visit sub-states
+ vis.visit_state(this,i);
+ }
+ };
+
+ struct Playing_ : public msm::front::state_machine_def<Playing_,my_visitable_state >
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "entering: Playing" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "leaving: Playing" << std::endl;}
+ void accept(SomeVisitor& vis,int i) const
+ {
+ // note that visiting will recursively visit sub-states
+ vis.visit_state(this,i);
+ }
+ // The list of FSM states
+ // the Playing state machine contains a state which is himself a state machine
+ // so we have a SM containing a SM containing a SM
+ struct Song1_ : public msm::front::state_machine_def<Song1_,my_visitable_state>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "starting: First song" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "finishing: First Song" << std::endl;}
+ void accept(SomeVisitor& vis,int i) const
+ {
+ vis.visit_state(this,i);
+ }
+ struct LightOn : public msm::front::state<my_visitable_state>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "starting: LightOn" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "finishing: LightOn" << std::endl;}
+ void accept(SomeVisitor& vis,int i) const
+ {
+ // note that visiting will recursively visit sub-states
+ vis.visit_state(this,i);
+ }
+ };
+ struct LightOff : public msm::front::state<my_visitable_state>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "starting: LightOff" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "finishing: LightOff" << std::endl;}
+ };
+ // the initial state. Must be defined
+ typedef LightOn initial_state;
+ // transition actions
+ void turn_light_off(ThreeSec const&) { std::cout << "3s off::turn light off\n"; }
+ // guard conditions
+
+ typedef Song1_ s; // makes transition table cleaner
+ // Transition table for Song1
+ struct transition_table : mpl::vector1<
+ // Start Event Next Action Guard
+ // +---------+-------------+---------+---------------------+----------------------+
+ a_row < LightOn , ThreeSec , LightOff, &s::turn_light_off >
+ // +---------+-------------+---------+---------------------+----------------------+
+ > {};
+ // 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<Song1_> Song1;
+
+ struct Song2 : public msm::front::state<my_visitable_state>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "starting: Second song" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "finishing: Second Song" << std::endl;}
+ };
+ struct Song3 : public msm::front::state<my_visitable_state>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "starting: Third song" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "finishing: Third Song" << std::endl;}
+ };
+ // 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_,msm::back::ShallowHistory<mpl::vector<end_pause> > > Playing;
+
+ struct Paused : public msm::front::state<my_visitable_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;}
+ };
+
+ struct AllOk : public msm::front::state<my_visitable_state>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "starting: AllOk" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "finishing: AllOk" << std::endl;}
+ };
+ struct ErrorMode :
+ public msm::front::interrupt_state<end_error,my_visitable_state>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "starting: ErrorMode" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "finishing: ErrorMode" << std::endl;}
+ void accept(SomeVisitor& vis,int i) const
+ {
+ vis.visit_state(this,i);
+ }
+ };
+
+ // the initial state of the player SM. Must be defined
+ typedef mpl::vector<Empty,AllOk> initial_state;
+
+ // transition actions
+ void start_playback(play const&) { std::cout << "player::start_playback\n"; }
+ void open_drawer(open_close const&) { std::cout << "player::open_drawer\n"; }
+ void close_drawer(open_close const&) { std::cout << "player::close_drawer\n"; }
+ void store_cd_info(cd_detected const&)
+ {
+ std::cout << "player::store_cd_info\n";
+ }
+ void stop_playback(stop const&) { std::cout << "player::stop_playback\n"; }
+ void pause_playback(pause const&) { std::cout << "player::pause_playback\n"; }
+ void resume_playback(end_pause const&) { std::cout << "player::resume_playback\n"; }
+ void stop_and_open(open_close const&) { std::cout << "player::stop_and_open\n"; }
+ void stopped_again(stop const&) {std::cout << "player::stopped_again\n";}
+ void report_error(error_found const&) {std::cout << "player::report_error\n";}
+ void report_end_error(end_error const&) {std::cout << "player::report_end_error\n";}
+ // 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 >,
+ // +---------+-------------+---------+---------------------+----------------------+
+ a_row < AllOk , error_found ,ErrorMode, &p::report_error >,
+ a_row <ErrorMode,end_error ,AllOk , &p::report_end_error >
+ // +---------+-------------+---------+---------------------+----------------------+
+ > {};
+
+ // 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;
+ }
+ };
+
+ // back-end
+ typedef msm::back::state_machine<player_> player;
+
+ //
+ // Testing utilities.
+ //
+
+ void pstate(player const& p)
+ {
+ static char const* const state_names[] = { "Stopped", "Open", "Empty", "Playing", "Paused","AllOk","ErrorMode","SleepMode" };
+ for (unsigned int i=0;i<player::nr_regions::value;++i)
+ {
+ std::cout << " -> " << state_names[p.current_state()[i]] << std::endl;
+ }
+ }
+ void test()
+ {
+ player p;
+ // needed to start the highest-level SM. This will call on_entry and mark the start of the SM
+ p.start();
+
+ // test deferred event
+ // deferred in Empty and Open, will be handled only after event cd_detected
+ p.process_event(play());
+
+ // go to Open, call on_exit on Empty, then action, then on_entry on Open
+ p.process_event(open_close()); pstate(p);
+ // visiting Paused and AllOk, but only Paused cares
+ SomeVisitor vis;
+ p.visit_current_states(boost::ref(vis),1);
+ p.process_event(open_close()); pstate(p);
+ // visiting Empty and AllOk, but only Empty cares
+ p.visit_current_states(boost::ref(vis),2);
+
+ p.process_event(cd_detected());
+ // no need to call play() as the previous event does it in its action method
+ //p.process_event(play());
+ // at this point, Play is active, along FirstSong and LightOn
+ pstate(p);
+ // visiting Playing+Song1+LightOn and AllOk, but only Playing+Song1+LightOn care
+ p.visit_current_states(boost::ref(vis),3);
+
+ // Stop will be active
+ p.process_event(stop()); pstate(p);
+
+ // visiting when both regions have an active state who wants to be visited
+ p.process_event(error_found());
+ p.visit_current_states(boost::ref(vis),5);
+
+
+ }
+}
+
+int main()
+{
+ test();
+ return 0;
+}
+
+
diff --git a/libs/msm/doc/HTML/examples/char_event_dispatcher.hpp b/libs/msm/doc/HTML/examples/char_event_dispatcher.hpp
new file mode 100644
index 0000000000..023bb0d5ec
--- /dev/null
+++ b/libs/msm/doc/HTML/examples/char_event_dispatcher.hpp
@@ -0,0 +1,92 @@
+// 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)
+
+#ifndef BOOST_MSM_CHAR_EVENT_DISPATCHER_HPP
+#define BOOST_MSM_CHAR_EVENT_DISPATCHER_HPP
+
+#include <boost/msm/back/common_types.hpp>
+
+struct digit {};
+struct char_0 : public digit {};
+struct char_1 : public digit {};
+struct char_2 : public digit {};
+struct char_3 : public digit {};
+struct char_4 : public digit {};
+struct char_5 : public digit {};
+struct char_6 : public digit {};
+struct char_7 : public digit {};
+struct char_8 : public digit {};
+struct char_9 : public digit {};
+struct minus_char {};
+template <char c>
+struct event_char{};
+template <>
+struct event_char<'0'> : public digit{};
+template <>
+struct event_char<'1'> : public digit{};
+template <>
+struct event_char<'2'> : public digit{};
+template <>
+struct event_char<'3'> : public digit{};
+template <>
+struct event_char<'4'> : public digit{};
+template <>
+struct event_char<'5'> : public digit{};
+template <>
+struct event_char<'6'> : public digit{};
+template <>
+struct event_char<'7'> : public digit{};
+template <>
+struct event_char<'8'> : public digit{};
+template <>
+struct event_char<'9'> : public digit{};
+
+namespace boost { namespace msm { namespace back {
+
+
+template <class Fsm>
+struct char_event_dispatcher
+{
+ template <char c>
+ struct dispatch_event_helper
+ {
+ static execute_return apply(Fsm& fsm)
+ {
+ return fsm.process_event(event_char<c>());
+ }
+ };
+ char_event_dispatcher()
+ {
+ entries[0x30]=&dispatch_event_helper<'0'>::apply;
+ entries[0x31]=&dispatch_event_helper<'1'>::apply;
+ entries[0x32]=&dispatch_event_helper<'2'>::apply;
+ entries[0x33]=&dispatch_event_helper<'3'>::apply;
+ entries[0x34]=&dispatch_event_helper<'4'>::apply;
+ entries[0x35]=&dispatch_event_helper<'5'>::apply;
+ entries[0x36]=&dispatch_event_helper<'6'>::apply;
+ entries[0x37]=&dispatch_event_helper<'7'>::apply;
+ entries[0x38]=&dispatch_event_helper<'8'>::apply;
+ entries[0x39]=&dispatch_event_helper<'9'>::apply;
+ entries[0x2D]=&dispatch_event_helper<'-'>::apply;
+ entries[0x2B]=&dispatch_event_helper<'+'>::apply;
+ }
+ execute_return process_event(Fsm& fsm,char c) const
+ {
+ return entries[c](fsm);
+ }
+
+ // The singleton instance.
+ static const char_event_dispatcher instance;
+ typedef execute_return (*cell)(Fsm&);
+ cell entries[255];
+};
+
+}}} // boost::msm::back
+#endif //BOOST_MSM_CHAR_EVENT_DISPATCHER_HPP
diff --git a/libs/msm/doc/HTML/examples/distributed_table/DistributedTable.cpp b/libs/msm/doc/HTML/examples/distributed_table/DistributedTable.cpp
new file mode 100644
index 0000000000..6a24e70fae
--- /dev/null
+++ b/libs/msm/doc/HTML/examples/distributed_table/DistributedTable.cpp
@@ -0,0 +1,74 @@
+// 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 <vector>
+#include <iostream>
+// back-end
+#include <boost/msm/back/state_machine.hpp>
+//front-end
+#include <boost/msm/front/state_machine_def.hpp>
+// functors
+#include <boost/msm/front/functor_row.hpp>
+#include <boost/msm/front/euml/common.hpp>
+
+#include "Empty.hpp"
+#include "Open.hpp"
+
+using namespace std;
+namespace msm = boost::msm;
+namespace mpl = boost::mpl;
+using namespace msm::front;
+
+
+// front-end: define the FSM structure
+struct player_ : public msm::front::state_machine_def<player_>
+{
+ // the initial state of the player SM. Must be defined
+ typedef Empty initial_state;
+ typedef mpl::vector<Empty,Open> explicit_creation;
+
+ typedef player_ p; // makes transition table cleaner
+
+ // 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;
+ }
+};
+// Pick a back-end
+typedef msm::back::state_machine<player_> player;
+
+//
+// Testing utilities.
+//
+static char const* const state_names[] = { "Empty", "Open" };
+void pstate(player const& p)
+{
+ std::cout << " -> " << state_names[p.current_state()[0]] << std::endl;
+}
+
+void test()
+{
+ player p;
+ // needed to start the highest-level SM. This will call on_entry and mark the start of the SM
+ p.start();
+ // go to Open, call on_exit on Empty, then action, then on_entry on Open
+ p.process_event(open_close()); pstate(p);
+ p.process_event(open_close()); pstate(p);
+}
+
+int main()
+{
+ test();
+ return 0;
+}
+
diff --git a/libs/msm/doc/HTML/examples/distributed_table/Empty.cpp b/libs/msm/doc/HTML/examples/distributed_table/Empty.cpp
new file mode 100644
index 0000000000..ecbb9a8208
--- /dev/null
+++ b/libs/msm/doc/HTML/examples/distributed_table/Empty.cpp
@@ -0,0 +1,17 @@
+// 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 <iostream>
+#include "Empty.hpp"
+
+void Empty::open_drawer(open_close const&)
+{
+ std::cout << "Empty::open_drawer\n";
+}
diff --git a/libs/msm/doc/HTML/examples/distributed_table/Empty.hpp b/libs/msm/doc/HTML/examples/distributed_table/Empty.hpp
new file mode 100644
index 0000000000..00dd0e5f65
--- /dev/null
+++ b/libs/msm/doc/HTML/examples/distributed_table/Empty.hpp
@@ -0,0 +1,43 @@
+// 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)
+
+#ifndef EMPTY_HPP
+#define EMPTY_HPP
+
+// back-end
+#include <boost/msm/back/state_machine.hpp>
+//front-end
+#include <boost/msm/front/state_machine_def.hpp>
+#include <boost/msm/front/row2.hpp>
+
+#include "Events.hpp"
+
+struct Open;
+
+namespace msm = boost::msm;
+namespace mpl = boost::mpl;
+
+struct Empty : public msm::front::state<>
+{
+ 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;}
+ void open_drawer(open_close const&);
+
+ struct internal_transition_table : mpl::vector<
+ // Start Event Next Action Guard
+ //+-------------+---------+-------------+---------+---------------------------+----------------------+
+ msm::front::a_row2 < Empty , open_close , Open , Empty,&Empty::open_drawer >
+ //+-------------+---------+-------------+---------+---------------------------+----------------------+
+ > {};
+};
+
+#endif
diff --git a/libs/msm/doc/HTML/examples/distributed_table/Events.hpp b/libs/msm/doc/HTML/examples/distributed_table/Events.hpp
new file mode 100644
index 0000000000..023216bd7c
--- /dev/null
+++ b/libs/msm/doc/HTML/examples/distributed_table/Events.hpp
@@ -0,0 +1,39 @@
+// 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)
+
+#ifndef EVENTS_HPP
+#define EVENTS_HPP
+
+// events
+struct play {};
+struct end_pause {};
+struct stop {};
+struct pause {};
+struct open_close {};
+
+// A "complicated" event type that carries some data.
+enum DiskTypeEnum
+{
+ DISK_CD=0,
+ DISK_DVD=1
+};
+struct cd_detected
+{
+ cd_detected(std::string name, DiskTypeEnum diskType)
+ : name(name),
+ disc_type(diskType)
+ {}
+
+ std::string name;
+ DiskTypeEnum disc_type;
+};
+
+
+#endif
diff --git a/libs/msm/doc/HTML/examples/distributed_table/Open.cpp b/libs/msm/doc/HTML/examples/distributed_table/Open.cpp
new file mode 100644
index 0000000000..2d1b63aed6
--- /dev/null
+++ b/libs/msm/doc/HTML/examples/distributed_table/Open.cpp
@@ -0,0 +1,17 @@
+// 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 <iostream>
+#include "Open.hpp"
+
+void Open::close_drawer(open_close const&)
+{
+ std::cout << "Open::close_drawer\n";
+}
diff --git a/libs/msm/doc/HTML/examples/distributed_table/Open.hpp b/libs/msm/doc/HTML/examples/distributed_table/Open.hpp
new file mode 100644
index 0000000000..03a8e8f9d3
--- /dev/null
+++ b/libs/msm/doc/HTML/examples/distributed_table/Open.hpp
@@ -0,0 +1,44 @@
+// 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)
+
+#ifndef OPEN_HPP
+#define OPEN_HPP
+
+// back-end
+#include <boost/msm/back/state_machine.hpp>
+//front-end
+#include <boost/msm/front/state_machine_def.hpp>
+#include <boost/msm/front/row2.hpp>
+
+#include "Events.hpp"
+
+struct Empty;
+
+namespace msm = boost::msm;
+namespace mpl = boost::mpl;
+using namespace msm::front;
+
+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;}
+ void close_drawer(open_close const&);
+
+ struct internal_transition_table : mpl::vector<
+ // Start Event Next Action Guard
+ //+-------------+---------+-------------+---------+---------------------------+----------------------+
+ msm::front::a_row2 < Open , open_close , Empty , Open,&Open::close_drawer >
+ //+-------------+---------+-------------+---------+---------------------------+----------------------+
+ > {};
+};
+
+#endif
diff --git a/libs/msm/doc/HTML/examples/iPodEuml.cpp b/libs/msm/doc/HTML/examples/iPodEuml.cpp
new file mode 100644
index 0000000000..547da45202
--- /dev/null
+++ b/libs/msm/doc/HTML/examples/iPodEuml.cpp
@@ -0,0 +1,271 @@
+// 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 <vector>
+#include <set>
+#include <string>
+#include <iostream>
+// we need more than the default 20 states
+#define FUSION_MAX_VECTOR_SIZE 20
+// we need more than the default 20 transitions
+#include "boost/mpl/vector/vector50.hpp"
+#include <boost/msm/back/state_machine.hpp>
+#include <boost/msm/front/euml/euml.hpp>
+
+
+using namespace std;
+using namespace boost::msm::front::euml;
+namespace msm = boost::msm;
+
+// attribute names and types
+BOOST_MSM_EUML_DECLARE_ATTRIBUTE(int,m_Selected)
+BOOST_MSM_EUML_DECLARE_ATTRIBUTE(int,m_SongIndex)
+BOOST_MSM_EUML_DECLARE_ATTRIBUTE(int,m_NumberOfSongs)
+#include "ipod_functors.hpp"
+
+
+namespace // Concrete FSM implementation
+{
+ //flags
+ BOOST_MSM_EUML_FLAG(MenuActive)
+ BOOST_MSM_EUML_FLAG(NoFastFwd)
+ // hardware-generated events
+ BOOST_MSM_EUML_EVENT(Hold)
+ BOOST_MSM_EUML_EVENT(NoHold)
+ BOOST_MSM_EUML_EVENT(SouthPressed)
+ BOOST_MSM_EUML_EVENT(SouthReleased)
+ BOOST_MSM_EUML_EVENT(MiddleButton)
+ BOOST_MSM_EUML_EVENT(EastPressed)
+ BOOST_MSM_EUML_EVENT(EastReleased)
+ BOOST_MSM_EUML_EVENT(Off)
+ BOOST_MSM_EUML_EVENT(MenuButton)
+ // internally defined events
+ BOOST_MSM_EUML_EVENT(PlayPause)
+ BOOST_MSM_EUML_EVENT(EndPlay)
+ struct CloseMenu_impl : euml_event<CloseMenu_impl>
+ {
+ CloseMenu_impl(){}//defined only for stt
+ template<class EVENT>
+ CloseMenu_impl(EVENT const &) {}
+ };
+ CloseMenu_impl const CloseMenu;
+ BOOST_MSM_EUML_EVENT(OnOffTimer)
+ BOOST_MSM_EUML_EVENT(MenuMiddleButton)
+ BOOST_MSM_EUML_EVENT(SelectSong)
+ BOOST_MSM_EUML_EVENT(SongFinished)
+
+ BOOST_MSM_EUML_ATTRIBUTES((attributes_ << m_Selected ), StartSongAttributes)
+ BOOST_MSM_EUML_EVENT_WITH_ATTRIBUTES(StartSong,StartSongAttributes)
+ BOOST_MSM_EUML_EVENT(PreviousSong)
+ BOOST_MSM_EUML_EVENT(NextSong)
+ BOOST_MSM_EUML_EVENT(ForwardTimer)
+ BOOST_MSM_EUML_EVENT(PlayingMiddleButton)
+
+ // Concrete iPod implementation
+ // The list of iPod states
+ BOOST_MSM_EUML_STATE(( NotHolding_Entry ),NotHolding)
+ BOOST_MSM_EUML_INTERRUPT_STATE(( NoHold,Holding_Entry ),Holding)
+ BOOST_MSM_EUML_STATE(( NotPlaying_Entry ),NotPlaying)
+ BOOST_MSM_EUML_STATE(( NoMenuMode_Entry ),NoMenuMode)
+ BOOST_MSM_EUML_STATE(( NoOnOffButton_Entry ),NoOnOffButton)
+ BOOST_MSM_EUML_STATE(( OffDown_Entry ),OffDown)
+ BOOST_MSM_EUML_STATE(( PlayerOff_Entry ),PlayerOff)
+ BOOST_MSM_EUML_STATE(( CheckMiddleButton_Entry ),CheckMiddleButton)
+
+ // Concrete PlayingMode_ implementation
+ // The list of PlayingMode_ states
+ BOOST_MSM_EUML_STATE(( Playing_Entry ),Playing)
+ BOOST_MSM_EUML_STATE(( WaitingForNextPrev_Entry ),WaitingForNextPrev)
+ BOOST_MSM_EUML_STATE(( Paused_Entry ),Paused)
+ BOOST_MSM_EUML_STATE(( WaitingForEnd_Entry ),WaitingForEnd)
+ BOOST_MSM_EUML_STATE(( NoForward_Entry ),NoForward)
+ BOOST_MSM_EUML_STATE(( ForwardPressed_Entry,ForwardPressed_Exit ),ForwardPressed)
+ BOOST_MSM_EUML_STATE(( FastForward_Entry,FastForward_Exit ),FastForward)
+ BOOST_MSM_EUML_STATE(( StdDisplay_Entry ),StdDisplay)
+ BOOST_MSM_EUML_STATE(( SetPosition_Entry ),SetPosition)
+ BOOST_MSM_EUML_STATE(( SetMark_Entry ),SetMark)
+ BOOST_MSM_EUML_EXIT_STATE(( EndPlay,PlayingExit_Entry ),PlayingExit)
+
+ //stt
+ BOOST_MSM_EUML_TRANSITION_TABLE((
+ // +------------------------------------------------------------------------------+
+ Paused == Playing + PlayPause ,
+ Paused == Playing + Off ,
+ Playing == Playing + StartSong
+ / (if_then_(event_(m_Selected) > Int_<0>() &&
+ event_(m_Selected) < fsm_(m_NumberOfSongs),
+ fsm_(m_SongIndex) = event_(m_Selected) ),show_selected_song) ,
+ Playing == Playing + SongFinished
+ / (if_then_else_(++fsm_(m_SongIndex) <= fsm_(m_NumberOfSongs), /*if*/
+ show_playing_song, /*then*/
+ (fsm_(m_SongIndex)=Int_<1>(),process_(EndPlay))/*else*/ ) ) ,
+ Playing == Paused + PlayPause ,
+ Playing == Paused + StartSong
+ / (if_then_(event_(m_Selected) > Int_<0>() &&
+ event_(m_Selected) < fsm_(m_NumberOfSongs),
+ fsm_(m_SongIndex) = event_(m_Selected) ),show_selected_song) ,
+ WaitingForNextPrev == WaitingForNextPrev+ PreviousSong
+ /( if_then_else_(--fsm_(m_SongIndex) > Int_<0>(), /*if*/
+ show_playing_song, /*then*/
+ (fsm_(m_SongIndex)=Int_<1>(),process_(EndPlay)) /*else*/ ) ) ,
+ WaitingForNextPrev == WaitingForNextPrev+ NextSong
+ / (if_then_else_(++fsm_(m_SongIndex) <= fsm_(m_NumberOfSongs), /*if*/
+ show_playing_song, /*then*/
+ (fsm_(m_SongIndex)=Int_<1>(),process_(EndPlay)) /*else*/ ) ),
+
+ PlayingExit == WaitingForEnd + EndPlay ,
+ ForwardPressed == NoForward + EastPressed [!is_flag_(NoFastFwd)] ,
+ NoForward == ForwardPressed + EastReleased / process_(NextSong) ,
+ FastForward == ForwardPressed + ForwardTimer / do_fast_forward ,
+ FastForward == FastForward + ForwardTimer / do_fast_forward ,
+ FastForward == NoForward + EastReleased ,
+ SetPosition == StdDisplay + PlayingMiddleButton ,
+ StdDisplay == SetPosition + StartSong ,
+ SetMark == SetPosition + PlayingMiddleButton ,
+ StdDisplay == SetMark + PlayingMiddleButton ,
+ StdDisplay == SetMark + StartSong
+ // +------------------------------------------------------------------------------+
+ ),playingmode_transition_table )
+
+ BOOST_MSM_EUML_DECLARE_STATE_MACHINE( (playingmode_transition_table, //STT
+ init_ << Playing << WaitingForNextPrev << WaitingForEnd
+ << NoForward << StdDisplay, // Init States
+ fsm_(m_NumberOfSongs)=Int_<5>(), // entry
+ no_action, // exit
+ attributes_ << m_SongIndex << m_NumberOfSongs, //attributes
+ configure_<< NoFastFwd // Flags, Deferred events, configuration
+ ),PlayingMode_)
+
+ // choice of back-end
+ typedef msm::back::state_machine<PlayingMode_> PlayingMode_type;
+ PlayingMode_type const PlayingMode;
+
+ // Concrete MenuMode_ implementation
+ // The list of MenuMode_ states
+ BOOST_MSM_EUML_STATE(( WaitingForSongChoice_Entry ),WaitingForSongChoice)
+ BOOST_MSM_EUML_STATE(( StartCurrentSong_Entry ),StartCurrentSong)
+ BOOST_MSM_EUML_EXIT_STATE(( CloseMenu,MenuExit_Entry ),MenuExit)
+
+ //stt
+ BOOST_MSM_EUML_TRANSITION_TABLE((
+ // +------------------------------------------------------------------------------+
+ StartCurrentSong == WaitingForSongChoice + MenuMiddleButton ,
+ MenuExit == StartCurrentSong + SelectSong
+ // +------------------------------------------------------------------------------+
+ ),menumode_transition_table )
+
+ BOOST_MSM_EUML_DECLARE_STATE_MACHINE( (menumode_transition_table, //STT
+ init_ << WaitingForSongChoice, // Init States
+ no_action, // entry
+ no_action, // exit
+ attributes_ << no_attributes_, //attributes
+ configure_<< MenuActive // Flags, Deferred events, configuration
+ ),MenuMode_)
+
+ typedef msm::back::state_machine<MenuMode_> MenuMode_type;
+ MenuMode_type const MenuMode;
+
+ // iPod stt
+ BOOST_MSM_EUML_TRANSITION_TABLE((
+ // +------------------------------------------------------------------------------+
+ Holding == NotHolding + Hold ,
+ NotHolding == Holding + NoHold ,
+ PlayingMode == NotPlaying + PlayPause ,
+ NotPlaying == exit_pt_(PlayingMode,PlayingExit) + EndPlay
+ / process_(MenuButton) ,
+ MenuMode == NoMenuMode + MenuButton ,
+ NoMenuMode == exit_pt_(MenuMode,MenuExit)+ CloseMenu
+ / process2_(StartSong,Int_<5>()) ,
+ OffDown == NoOnOffButton + SouthPressed ,
+ NoOnOffButton == OffDown + SouthReleased
+ / process_(PlayPause) ,
+ PlayerOff == OffDown + OnOffTimer
+ / (show_player_off,process_(Off)) ,
+ NoOnOffButton == PlayerOff + SouthPressed / show_player_on ,
+ NoOnOffButton == PlayerOff + NoHold / show_player_on ,
+ CheckMiddleButton == CheckMiddleButton + MiddleButton
+ [is_flag_(MenuActive)] / process_(PlayingMiddleButton) ,
+ CheckMiddleButton == CheckMiddleButton + MiddleButton
+ [!is_flag_(MenuActive)] / process_(PlayingMiddleButton)
+ // +------------------------------------------------------------------------------+
+ ),ipod_transition_table )
+
+ BOOST_MSM_EUML_DECLARE_STATE_MACHINE(( ipod_transition_table, //STT
+ init_ << NotHolding << NotPlaying << NoMenuMode
+ << NoOnOffButton << CheckMiddleButton
+ ),
+ iPod_) //fsm name
+ typedef msm::back::state_machine<iPod_> iPod;
+
+ void test()
+ {
+ iPod sm;
+ sm.start();
+ // we first press Hold
+ std::cout << "pressing hold" << std::endl;
+ sm.process_event(Hold);
+ // pressing a button is now ignored
+ std::cout << "pressing a button" << std::endl;
+ sm.process_event(SouthPressed);
+ // or even one contained in a submachine
+ sm.process_event(EastPressed);
+ // no more holding
+ std::cout << "no more holding, end interrupt event sent" << std::endl;
+ sm.process_event(NoHold);
+ std::cout << "pressing South button a short time" << std::endl;
+ sm.process_event(SouthPressed);
+ // we suppose a short pressing leading to playing a song
+ sm.process_event(SouthReleased);
+ // we move to the next song
+ std::cout << "we move to the next song" << std::endl;
+ sm.process_event(NextSong);
+ // then back to no song => exit from playing, menu active
+ std::cout << "we press twice the West button (simulated)=> end of playing" << std::endl;
+ sm.process_event(PreviousSong);
+ sm.process_event(PreviousSong);
+ // even in menu mode, pressing play will start playing the first song
+ std::cout << "pressing play/pause" << std::endl;
+ sm.process_event(SouthPressed);
+ sm.process_event(SouthReleased);
+ // of course pausing must be possible
+ std::cout << "pressing play/pause" << std::endl;
+ sm.process_event(SouthPressed);
+ sm.process_event(SouthReleased);
+ std::cout << "pressing play/pause" << std::endl;
+ sm.process_event(SouthPressed);
+ sm.process_event(SouthReleased);
+ // while playing, you can fast forward
+ std::cout << "pressing East button a long time" << std::endl;
+ sm.process_event(EastPressed);
+ // let's suppose the timer just fired
+ sm.process_event(ForwardTimer);
+ sm.process_event(ForwardTimer);
+ // end of fast forwarding
+ std::cout << "releasing East button" << std::endl;
+ sm.process_event(EastReleased);
+ // we now press the middle button to set playing at a given position
+ std::cout << "pressing Middle button, fast forwarding disabled" << std::endl;
+ sm.process_event(MiddleButton);
+ std::cout <<"pressing East button to fast forward" << std::endl;
+ sm.process_event(EastPressed);
+ // we switch off and on
+ std::cout <<"switch off player" << std::endl;
+ sm.process_event(SouthPressed);
+ sm.process_event(OnOffTimer);
+ std::cout <<"switch on player" << std::endl;
+ sm.process_event(SouthPressed);
+ }
+}
+
+int main()
+{
+ test();
+ return 0;
+}
diff --git a/libs/msm/doc/HTML/examples/iPodSearch.cpp b/libs/msm/doc/HTML/examples/iPodSearch.cpp
new file mode 100644
index 0000000000..29aa41354f
--- /dev/null
+++ b/libs/msm/doc/HTML/examples/iPodSearch.cpp
@@ -0,0 +1,208 @@
+// 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 <set>
+#include <string>
+#include <iostream>
+#include <boost/msm/back/state_machine.hpp>
+#include <boost/msm/front/state_machine_def.hpp>
+
+using namespace std;
+namespace msm = boost::msm;
+
+namespace // Concrete FSM implementation
+{
+ // events
+ struct OneSong
+ {
+ OneSong(string const& asong):m_Song(asong){}
+ const string& get_data() const {return m_Song;}
+ private:
+ string m_Song;
+ };
+ template <class DATA>
+ struct NotFound
+ {
+ DATA get_data() const {return m_Data;}
+ DATA m_Data;
+ };
+ template <class DATA>
+ struct Found
+ {
+ DATA get_data() const {return m_Data;}
+ DATA m_Data;
+ };
+ struct Done {};
+
+ template <class Container,class BASE_TYPE,class FSMType>
+ struct Insert : public boost::msm::front::state<BASE_TYPE,boost::msm::front::sm_ptr>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const& evt,FSM& )
+ {
+ //TODO other containers
+ if (m_Cont)
+ {
+ m_Cont->insert(evt.get_data());
+ }
+ m_fsm->process_event(Done());
+ }
+ void set_sm_ptr(FSMType* fsm){m_fsm=fsm;}
+ void set_container(Container* cont){m_Cont=cont;}
+ Container* m_Cont;
+
+ private:
+ FSMType* m_fsm;
+ };
+ template <class BASE_TYPE,class FSMType>
+ struct StringFind : public boost::msm::front::state<BASE_TYPE,boost::msm::front::sm_ptr>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const& evt,FSM& )
+ {
+ //TODO other containers
+ // if the element in the event is found
+ if (evt.get_data().find(m_Cont) != std::string::npos )
+ {
+ Found<std::string> res;
+ res.m_Data = evt.get_data();
+ m_fsm->process_event(res);
+ }
+ // data not found
+ else
+ {
+ NotFound<std::string> res;
+ res.m_Data = evt.get_data();
+ m_fsm->process_event(res);
+ }
+ }
+ void set_sm_ptr(FSMType* fsm){m_fsm=fsm;}
+ void set_container(const char* cont){m_Cont=cont;}
+ private:
+ std::string m_Cont;
+ FSMType* m_fsm;
+ };
+ template <class EventType,class Container,class BASE_TYPE,class FSMType>
+ struct Foreach : public boost::msm::front::state<BASE_TYPE,boost::msm::front::sm_ptr>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const& evt,FSM& )
+ {
+ //TODO other containers
+ if (!m_Cont.empty())
+ {
+ typename Container::value_type next_event = *m_Cont.begin();
+ m_Cont.erase(m_Cont.begin());
+ m_fsm->process_event(EventType(next_event));
+ }
+ }
+ void set_sm_ptr(FSMType* fsm){m_fsm=fsm;}
+ void set_container(Container* cont){m_Cont=*cont;}
+
+ private:
+ Container m_Cont;
+ FSMType* m_fsm;
+ };
+
+
+ // Concrete FSM implementation
+ struct iPodSearch_ : public msm::front::state_machine_def<iPodSearch_>
+ {
+ typedef msm::back::state_machine<iPodSearch_> iPodSearch;
+ // The list of FSM states
+ typedef std::set<std::string> Songset;
+ typedef Insert<Songset,boost::msm::front::default_base_state,iPodSearch> MyInsert;
+ typedef StringFind<boost::msm::front::default_base_state,iPodSearch> MyFind;
+ typedef Foreach<OneSong,Songset,boost::msm::front::default_base_state,iPodSearch> MyForeach;
+
+ // the initial state of the player SM. Must be defined
+ typedef MyForeach initial_state;
+
+ // transition actions
+
+ // guard conditions
+
+ typedef iPodSearch_ fsm; // makes transition table cleaner
+
+ // Transition table for player
+ struct transition_table : mpl::vector4<
+ // Start Event Next Action Guard
+ // +-----------+------------------+------------+---------------------+----------------------+
+ _row < MyForeach , OneSong , MyFind >,
+ _row < MyFind , NotFound<string> , MyForeach >,
+ _row < MyFind , Found<string> , MyInsert >,
+ _row < MyInsert , Done , MyForeach >
+ // +-----------+------------------+------------+---------------------+----------------------+
+ > {};
+ iPodSearch_():m_AllSongs(),m_ResultSearch()
+ {
+ // add a few songs for testing
+ m_AllSongs.insert("Let it be");
+ m_AllSongs.insert("Yellow submarine");
+ m_AllSongs.insert("Twist and Shout");
+ m_AllSongs.insert("She Loves You");
+ }
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& fsm)
+ {
+ fsm.template get_state<MyForeach&>().set_container(&m_AllSongs);
+ fsm.template get_state<MyInsert&>().set_container(&m_ResultSearch);
+ }
+ const Songset& get_result(){return m_ResultSearch;}
+ void reset_search(){m_ResultSearch.clear();}
+
+ // 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;
+ }
+
+ private:
+ Songset m_AllSongs;
+ Songset m_ResultSearch;
+ };
+ typedef msm::back::state_machine<iPodSearch_> iPodSearch;
+
+
+ void test()
+ {
+ iPodSearch search;
+ // look for "She Loves You" using the first letters
+ search.get_state<iPodSearch::MyFind*>()->set_container("Sh");// will find 2 songs
+
+ // needed to start the highest-level SM. This will call on_entry and mark the start of the SM
+ search.start();
+ // display all the songs
+ const iPodSearch::Songset& res = search.get_result();
+ for (iPodSearch::Songset::const_iterator it = res.begin();it != res.end();++it)
+ {
+ cout << "candidate song:" << *it << endl;
+ }
+ cout << "search using more letters" << endl;
+ // look for "She Loves You" using more letters
+ search.reset_search();
+ search.get_state<iPodSearch::MyFind*>()->set_container("She");// will find 1 song
+ search.start();
+ const iPodSearch::Songset& res2 = search.get_result();
+ for (iPodSearch::Songset::const_iterator it = res2.begin();it != res2.end();++it)
+ {
+ cout << "candidate song:" << *it << endl;
+ }
+
+ }
+}
+
+int main()
+{
+ test();
+ return 0;
+}
diff --git a/libs/msm/doc/HTML/examples/iPodSearchEuml.cpp b/libs/msm/doc/HTML/examples/iPodSearchEuml.cpp
new file mode 100644
index 0000000000..e792ff134a
--- /dev/null
+++ b/libs/msm/doc/HTML/examples/iPodSearchEuml.cpp
@@ -0,0 +1,166 @@
+// 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)
+
+// same as iPodSearch.cpp but using eUML
+// requires boost >= v1.40 because using mpl::string
+
+#include <vector>
+#include <iostream>
+
+#include <boost/msm/back/state_machine.hpp>
+#include <boost/msm/front/euml/euml.hpp>
+#include <boost/msm/front/euml/stl.hpp>
+
+using namespace std;
+using namespace boost::msm::front::euml;
+namespace msm = boost::msm;
+namespace mpl = boost::mpl;
+
+// how long the timer will ring when countdown elapsed.
+#define RINGING_TIME 5
+
+namespace // Concrete FSM implementation
+{
+ // events
+ BOOST_MSM_EUML_DECLARE_ATTRIBUTE(std::string,m_song)
+ BOOST_MSM_EUML_ATTRIBUTES((attributes_ << m_song ), OneSongDef)
+ struct OneSong_impl : euml_event<OneSong_impl>,OneSongDef
+ {
+ OneSong_impl(){}
+ OneSong_impl(const string& asong)
+ {
+ get_attribute(m_song)=asong;
+ }
+ OneSong_impl(const char* asong)
+ {
+ get_attribute(m_song)=asong;
+ }
+ OneSong_impl(const OneSong_impl& asong)
+ {
+ get_attribute(m_song)=asong.get_attribute(m_song);
+ }
+ const string& get_data() const {return get_attribute(m_song);}
+ };
+ OneSong_impl const OneSong;
+
+ // attribute definitions
+ BOOST_MSM_EUML_DECLARE_ATTRIBUTE(vector<OneSong_impl>,m_src_container)
+ BOOST_MSM_EUML_DECLARE_ATTRIBUTE(vector<OneSong_impl>,m_tgt_container)
+ BOOST_MSM_EUML_DECLARE_ATTRIBUTE(std::string,m_letters)
+ BOOST_MSM_EUML_DECLARE_ATTRIBUTE(vector<OneSong_impl>::iterator,m_src_it)
+
+ // the same attribute name can be reused
+ BOOST_MSM_EUML_ATTRIBUTES((attributes_ << m_song ), NotFoundDef)
+ BOOST_MSM_EUML_EVENT_WITH_ATTRIBUTES(NotFound,NotFoundDef)
+
+ BOOST_MSM_EUML_ATTRIBUTES((attributes_ << m_song ), FoundDef)
+ BOOST_MSM_EUML_EVENT_WITH_ATTRIBUTES(Found,FoundDef)
+
+ BOOST_MSM_EUML_EVENT(Done)
+
+ // Concrete FSM implementation
+
+ // The list of FSM states
+ BOOST_MSM_EUML_STATE(( (push_back_(fsm_(m_tgt_container),event_(m_song))
+ ,process_(Done)),
+ no_action ),Insert)
+
+ BOOST_MSM_EUML_STATE(( if_then_else_( string_find_(event_(m_song),state_(m_letters)) != Npos_<string>() ,
+ process2_(Found,event_(m_song)),
+ process2_(NotFound,event_(m_song)) ) ,
+ no_action,
+ attributes_ << m_letters ),StringFind)
+
+ BOOST_MSM_EUML_STATE(( if_then_( state_(m_src_it) != end_(fsm_(m_src_container)),
+ process2_(OneSong,*(state_(m_src_it)++)) ),
+ no_action,
+ attributes_ << m_src_it ),Foreach)
+
+ // replaces the old transition table
+ BOOST_MSM_EUML_TRANSITION_TABLE((
+ StringFind == Foreach + OneSong ,
+ Insert == StringFind + Found ,
+ Foreach == StringFind + NotFound ,
+ Foreach == Insert + Done
+ // +------------------------------------------------------------------------------+
+ ),transition_table )
+
+ BOOST_MSM_EUML_ACTION(Log_No_Transition)
+ {
+ template <class FSM,class Event>
+ void operator()(Event const& e,FSM&,int state)
+ {
+ std::cout << "no transition from state " << state
+ << " on event " << typeid(e).name() << std::endl;
+ }
+ };
+ // create a state machine "on the fly"
+ BOOST_MSM_EUML_DECLARE_STATE_MACHINE(( transition_table, //STT
+ init_ << Foreach, // Init
+ (
+ clear_(fsm_(m_src_container)), //clear source
+ clear_(fsm_(m_tgt_container)), //clear results
+ push_back_(fsm_(m_src_container),
+ String_<mpl::string<'Let ','it ','be'> >()),//add a song
+ push_back_(fsm_(m_src_container),
+ String_<mpl::string<'Yell','ow s','ubma','rine'> >()),//add a song
+ push_back_(fsm_(m_src_container),
+ String_<mpl::string<'Twis','t an','d Sh','out'> >()),//add a song
+ push_back_(fsm_(m_src_container),
+ String_<mpl::string<'She ','love','s yo','u'> >()),//add a song
+ attribute_(substate_(Foreach()),m_src_it)
+ = begin_(fsm_(m_src_container)) //set the search begin
+ ), // Entry
+ no_action, // Exit
+ attributes_ << m_src_container // song list
+ << m_tgt_container, // result
+ configure_<< no_configure_,
+ Log_No_Transition
+ ),
+ iPodSearch_) //fsm name
+
+
+ // choice of back-end
+ typedef msm::back::state_machine<iPodSearch_> iPodSearch;
+
+ void test()
+ {
+ iPodSearch search;
+
+ // look for "She Loves You" using the first letters
+ search.get_state<BOOST_MSM_EUML_STATE_NAME(StringFind)&>().get_attribute(m_letters)="Sh";// will find 2 songs
+
+ // needed to start the highest-level SM. This will call on_entry and mark the start of the SM
+ search.start();
+ // display all the songs
+ for (vector<OneSong_impl>::const_iterator it = search.get_attribute(m_tgt_container).begin();
+ it != search.get_attribute(m_tgt_container).end();++it)
+ {
+ cout << "candidate song:" << (*it).get_attribute(m_song) << endl;
+ }
+
+ cout << "search using more letters" << endl;
+ // look for "She Loves You" using more letters
+ search.get_state<BOOST_MSM_EUML_STATE_NAME(StringFind)&>().get_attribute(m_letters)="She";// will find 1 song
+ search.start();
+ // display all the songs
+ for (vector<OneSong_impl>::const_iterator it = search.get_attribute(m_tgt_container).begin();
+ it != search.get_attribute(m_tgt_container).end();++it)
+ {
+ cout << "candidate song:" << (*it).get_attribute(m_song) << endl;
+ }
+ }
+}
+
+int main()
+{
+ test();
+ return 0;
+}
diff --git a/libs/msm/doc/HTML/examples/iPod_distributed/Events.hpp b/libs/msm/doc/HTML/examples/iPod_distributed/Events.hpp
new file mode 100644
index 0000000000..ce06e9f35a
--- /dev/null
+++ b/libs/msm/doc/HTML/examples/iPod_distributed/Events.hpp
@@ -0,0 +1,50 @@
+// 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)
+
+#ifndef EVENTS_HPP
+#define EVENTS_HPP
+
+//flags
+struct MenuActive{};
+// hardware-generated events
+struct Hold {};
+struct NoHold {};
+struct SouthPressed {};
+struct SouthReleased {};
+struct MiddleButton {};
+struct EastPressed{};
+struct EastReleased{};
+struct Off {};
+struct MenuButton {};
+
+// internally used events
+struct PlayPause {};
+struct EndPlay {};
+struct CloseMenu
+{
+ template<class EVENT>
+ CloseMenu(EVENT const &) {}
+};
+struct OnOffTimer {};
+struct MenuMiddleButton {};
+struct SelectSong {};
+struct SongFinished {};
+struct StartSong
+{
+ StartSong (int song_index):m_Selected(song_index){}
+ int m_Selected;
+};
+struct PreviousSong{};
+struct NextSong{};
+struct NextSongDerived : public NextSong{};
+struct ForwardTimer{};
+struct PlayingMiddleButton{};
+
+#endif // EVENTS_HPP
diff --git a/libs/msm/doc/HTML/examples/iPod_distributed/MenuMode.cpp b/libs/msm/doc/HTML/examples/iPod_distributed/MenuMode.cpp
new file mode 100644
index 0000000000..e23f167995
--- /dev/null
+++ b/libs/msm/doc/HTML/examples/iPod_distributed/MenuMode.cpp
@@ -0,0 +1,12 @@
+// 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 "MenuMode.hpp"
+BOOST_MSM_BACK_GENERATE_PROCESS_EVENT(MenuMode)
diff --git a/libs/msm/doc/HTML/examples/iPod_distributed/MenuMode.hpp b/libs/msm/doc/HTML/examples/iPod_distributed/MenuMode.hpp
new file mode 100644
index 0000000000..cad441cf37
--- /dev/null
+++ b/libs/msm/doc/HTML/examples/iPod_distributed/MenuMode.hpp
@@ -0,0 +1,62 @@
+// 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)
+
+#ifndef MENU_MODE_HPP
+#define MENU_MODE_HPP
+
+#include <iostream>
+#include <boost/any.hpp>
+
+#include "Events.hpp"
+#include <boost/msm/back/favor_compile_time.hpp>
+#include <boost/msm/back/state_machine.hpp>
+#include <boost/msm/front/state_machine_def.hpp>
+
+using namespace std;
+namespace msm = boost::msm;
+
+struct MenuMode_ : public msm::front::state_machine_def<MenuMode_>
+{
+ typedef mpl::vector1<MenuActive> flag_list;
+ struct WaitingForSongChoice : public msm::front::state<>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "starting: MenuMode::WaitingForSongChoice" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "finishing: MenuMode::WaitingForSongChoice" << std::endl;}
+ };
+ struct StartCurrentSong : public msm::front::state<>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "starting: MenuMode::StartCurrentSong" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "finishing: MenuMode::StartCurrentSong" << std::endl;}
+ };
+ struct MenuExit : public msm::front::exit_pseudo_state<CloseMenu>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "starting: MenuMode::WaitingForSongChoice" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "finishing: MenuMode::WaitingForSongChoice" << std::endl;}
+ };
+ typedef WaitingForSongChoice initial_state;
+ typedef MenuMode_ fsm; // makes transition table cleaner
+ // Transition table for player
+ struct transition_table : mpl::vector2<
+ // Start Event Next Action Guard
+ // +---------------------+------------------+-------------------+---------------------+----------------------+
+ _row < WaitingForSongChoice , MenuMiddleButton , StartCurrentSong >,
+ _row < StartCurrentSong , SelectSong , MenuExit >
+ // +---------------------+------------------+-------------------+---------------------+----------------------+
+ > {};
+};
+typedef msm::back::state_machine<MenuMode_> MenuMode;
+
+#endif
diff --git a/libs/msm/doc/HTML/examples/iPod_distributed/PlayingMode.cpp b/libs/msm/doc/HTML/examples/iPod_distributed/PlayingMode.cpp
new file mode 100644
index 0000000000..e35019c424
--- /dev/null
+++ b/libs/msm/doc/HTML/examples/iPod_distributed/PlayingMode.cpp
@@ -0,0 +1,12 @@
+// 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 "PlayingMode.hpp"
+BOOST_MSM_BACK_GENERATE_PROCESS_EVENT(PlayingMode)
diff --git a/libs/msm/doc/HTML/examples/iPod_distributed/PlayingMode.hpp b/libs/msm/doc/HTML/examples/iPod_distributed/PlayingMode.hpp
new file mode 100644
index 0000000000..1328041ae4
--- /dev/null
+++ b/libs/msm/doc/HTML/examples/iPod_distributed/PlayingMode.hpp
@@ -0,0 +1,251 @@
+// 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)
+
+#ifndef PLAYING_MODE_HPP
+#define PLAYING_MODE_HPP
+
+#include <iostream>
+#include <boost/any.hpp>
+#define FUSION_MAX_VECTOR_SIZE 20
+
+#include "Events.hpp"
+#include <boost/msm/back/favor_compile_time.hpp>
+#include <boost/msm/back/state_machine.hpp>
+#include <boost/msm/front/state_machine_def.hpp>
+#include <boost/msm/front/euml/euml.hpp>
+
+using namespace std;
+namespace msm = boost::msm;
+namespace euml = boost::msm::front::euml;
+
+struct PlayingMode_ : public msm::front::state_machine_def<PlayingMode_>
+{
+ //flags
+ struct NoFastFwd{};
+
+ struct Playing : public msm::front::state<default_base_state,msm::front::sm_ptr>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& )
+ {
+ std::cout << "starting: PlayingMode::Playing" << std::endl;
+ std::cout << "playing song:" << m_fsm->get_current_song() << std::endl;
+ }
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "finishing: PlayingMode::Playing" << std::endl;}
+ void set_sm_ptr(PlayingMode_* pl)
+ {
+ m_fsm = pl;
+ }
+ private:
+ PlayingMode_* m_fsm;
+ };
+ struct Paused : public msm::front::state<>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "starting: PlayingMode::Paused" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "finishing: PlayingMode::Paused" << std::endl;}
+ };
+ struct WaitingForNextPrev : public msm::front::state<>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "starting: PlayingMode::WaitingForNextPrev" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "finishing: PlayingMode::WaitingForNextPrev" << std::endl;}
+ };
+ struct WaitingForEnd : public msm::front::state<>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "starting: PlayingMode::WaitingForEnd" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "finishing: PlayingMode::WaitingForEnd" << std::endl;}
+ };
+ struct NoForward : public msm::front::state<>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "starting: PlayingMode::NoForward" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "finishing: PlayingMode::NoForward" << std::endl;}
+ };
+ struct ForwardPressed : public msm::front::state<>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& )
+ {
+ std::cout << "starting: PlayingMode::ForwardPressed," << "start timer" << std::endl;
+ }
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& )
+ {
+ std::cout << "finishing: PlayingMode::ForwardPressed," << "stop timer" << std::endl;
+ }
+ };
+ struct FastForward : public msm::front::state<>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& )
+ {
+ std::cout << "starting: PlayingMode::FastForward," << "start timer" << std::endl;
+ }
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& )
+ {
+ std::cout << "finishing: PlayingMode::FastForward," << "stop timer" << std::endl;
+ }
+ };
+ struct StdDisplay : public msm::front::state<>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "starting: PlayingMode::StdDisplay" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "finishing: PlayingMode::StdDisplay" << std::endl;}
+ };
+ struct SetPosition : public msm::front::state<>
+ {
+ typedef mpl::vector1<NoFastFwd> flag_list;
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "starting: PlayingMode::SetPosition" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "finishing: PlayingMode::SetPosition" << std::endl;}
+ };
+ struct SetMark : public msm::front::state<>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "starting: PlayingMode::SetMark" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "finishing: PlayingMode::SetMark" << std::endl;}
+ };
+ struct PlayingExit : public msm::front::exit_pseudo_state<EndPlay>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "starting: PlayingMode::PlayingExit" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "finishing: PlayingMode::PlayingExit" << std::endl;}
+ };
+ // transition action methods
+ struct inc_song_counter : euml::euml_action<inc_song_counter>
+ {
+ template <class FSM,class EVT,class SourceState,class TargetState>
+ void operator()(EVT const& ,FSM& fsm,SourceState& ,TargetState& )
+ {
+ if (++fsm.m_SongIndex <= fsm.m_NumberOfSongs )
+ {
+ std::cout << "playing song:" << fsm.m_SongIndex << std::endl;
+ }
+ else
+ {
+ // last song => end playing, next play will start at the beginning
+ fsm.m_SongIndex = 1;
+ fsm.process_event(EndPlay());
+ }
+ }
+ };
+
+ void select_song(StartSong const& evt)
+ {
+ if ((evt.m_Selected>0) && (evt.m_Selected<=m_NumberOfSongs))
+ {
+ m_SongIndex = evt.m_Selected;
+ std::cout << "selecting song:" << m_SongIndex << std::endl;
+ }
+ else
+ {
+ // play current song
+ std::cout << "selecting song:" << m_SongIndex << std::endl;
+ }
+ }
+ struct dec_song_counter : euml::euml_action<dec_song_counter>
+ {
+ template <class FSM,class EVT,class SourceState,class TargetState>
+ void operator()(EVT const& ,FSM& fsm,SourceState& ,TargetState& )
+ {
+ if (--fsm.m_SongIndex >0 )
+ {
+ std::cout << "playing song:" << fsm.m_SongIndex << std::endl;
+ }
+ else
+ {
+ // before first song => end playing
+ fsm.m_SongIndex = 1;
+ fsm.process_event(EndPlay());
+ }
+ }
+ };
+ struct send_NextSong : euml::euml_action<send_NextSong>
+ {
+ template <class FSM,class EVT,class SourceState,class TargetState>
+ void operator()(EVT const& ,FSM& fsm,SourceState& ,TargetState& )
+ {
+ fsm.process_event(NextSong());
+ }
+ };
+
+ void do_fast_forward(ForwardTimer const&)
+ {
+ std::cout << "moving song forward..." << std::endl;
+ }
+
+ // transition guard methods
+ struct fast_fwd_ok : euml::euml_action<fast_fwd_ok>
+ {
+ template <class FSM,class EVT,class SourceState,class TargetState>
+ bool operator()(EVT const& ,FSM& fsm,SourceState& ,TargetState& )
+ {
+ // guard accepts only if fast forward is possible (No SetPosition mode)
+ return !fsm.is_flag_active<NoFastFwd>();
+ }
+ };
+ // initial states / orthogonal zones
+ typedef mpl::vector5<Playing,WaitingForNextPrev,WaitingForEnd,NoForward,StdDisplay>
+ initial_state;
+ typedef PlayingMode_ fsm; // makes transition table cleaner
+ // Transition table for player
+ struct transition_table : mpl::vector19<
+ // Start Event Next Action Guard
+ // +--------------------+---------------------+--------------------+--------------------------+----------------------+
+ _row < Playing , PlayPause , Paused >,
+ _row < Playing , Off , Paused >,
+ a_row < Playing , StartSong , Playing , &fsm::select_song >,
+ _row < Paused , PlayPause , Playing >,
+ msm::front::Row < Playing , SongFinished , Playing , inc_song_counter , msm::front::none >,
+ a_row < Paused , StartSong , Playing , &fsm::select_song >,
+ // +--------------------+---------------------+--------------------+--------------------------+----------------------+
+ msm::front::Row < WaitingForNextPrev , PreviousSong , WaitingForNextPrev , dec_song_counter , msm::front::none >,
+ msm::front::Row < WaitingForNextPrev , NextSong , WaitingForNextPrev , inc_song_counter , msm::front::none >,
+ // +--------------------+---------------------+--------------------+--------------------------+----------------------+
+ _row < WaitingForEnd , EndPlay , PlayingExit >,
+ // +--------------------+---------------------+--------------------+--------------------------+----------------------+
+ msm::front::Row < NoForward , EastPressed , ForwardPressed , msm::front::none , fast_fwd_ok >,
+ msm::front::Row < ForwardPressed , EastReleased , NoForward , send_NextSong , msm::front::none >,
+ a_row < ForwardPressed , ForwardTimer , FastForward , &fsm::do_fast_forward >,
+ a_row < FastForward , ForwardTimer , FastForward , &fsm::do_fast_forward >,
+ _row < FastForward , EastReleased , NoForward >,
+ // +--------------------+---------------------+---------------------+--------------------------+----------------------+
+ _row < StdDisplay , PlayingMiddleButton , SetPosition >,
+ _row < SetPosition , StartSong , StdDisplay >,
+ _row < SetPosition , PlayingMiddleButton , SetMark >,
+ _row < SetMark , PlayingMiddleButton , StdDisplay >,
+ _row < SetMark , StartSong , StdDisplay >
+ // +--------------------+---------------------+---------------------+--------------------------+----------------------+
+ > {};
+ PlayingMode_():
+ m_SongIndex(1),
+ // for simplicity we decide there are 5 songs
+ m_NumberOfSongs(5){}
+
+ int get_current_song(){return m_SongIndex;}
+ int m_SongIndex;
+ int m_NumberOfSongs;
+
+};
+typedef msm::back::state_machine<PlayingMode_> PlayingMode;
+
+#endif // PLAYING_MODE_HPP
diff --git a/libs/msm/doc/HTML/examples/iPod_distributed/iPod.cpp b/libs/msm/doc/HTML/examples/iPod_distributed/iPod.cpp
new file mode 100644
index 0000000000..d5b3b79945
--- /dev/null
+++ b/libs/msm/doc/HTML/examples/iPod_distributed/iPod.cpp
@@ -0,0 +1,243 @@
+// 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 <vector>
+#include <set>
+#include <string>
+#include <iostream>
+#define FUSION_MAX_VECTOR_SIZE 20
+
+#include "boost/mpl/vector/vector50.hpp"
+#include <boost/msm/back/state_machine.hpp>
+#include <boost/msm/front/state_machine_def.hpp>
+
+#include "Events.hpp"
+#include "PlayingMode.hpp"
+#include "MenuMode.hpp"
+
+using namespace std;
+namespace msm = boost::msm;
+
+namespace // Concrete FSM implementation
+{
+ struct iPod_;
+ typedef msm::back::state_machine<iPod_,
+ ::boost::msm::back::favor_compile_time> iPod;
+
+ // Concrete FSM implementation
+ struct iPod_ : public msm::front::state_machine_def<iPod_>
+ {
+ // The list of FSM states
+ struct NotHolding : public msm::front::state<>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "starting: NotHolding" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "finishing: NotHolding" << std::endl;}
+ };
+ struct Holding : public msm::front::interrupt_state<NoHold>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "starting: Holding" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "finishing: Holding" << std::endl;}
+ };
+ struct NotPlaying : public msm::front::state<>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "starting: NotPlaying" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "finishing: NotPlaying" << std::endl;}
+ };
+ struct NoMenuMode : public msm::front::state<>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "starting: NoMenuMode" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "finishing: NoMenuMode" << std::endl;}
+ };
+ struct NoOnOffButton : public msm::front::state<>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "starting: NoOnOffButton" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "finishing: NoOnOffButton" << std::endl;}
+ };
+ struct OffDown : public msm::front::state<>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "starting: OffDown, start timer" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "finishing: OffDown, end timer" << std::endl;}
+ };
+ struct PlayerOff : public msm::front::state<>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "starting: PlayerOff" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "finishing: PlayerOff" << std::endl;}
+ };
+ struct CheckMiddleButton : public msm::front::state<>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "starting: CheckMiddleButton" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "finishing: CheckMiddleButton" << std::endl;}
+ };
+
+ // the initial state of the player SM. Must be defined
+ typedef mpl::vector5<NotHolding,NotPlaying,NoMenuMode,NoOnOffButton,CheckMiddleButton>
+ initial_state;
+ // transition actions
+ void send_ActivateMenu(EndPlay const&)
+ {
+ std::cout << "leaving Playing" << std::endl;
+ // we need to activate the menu and simulate its button
+ (static_cast<iPod*>(this))->process_event(MenuButton());
+ }
+ void send_StartSong(CloseMenu const&)
+ {
+ // we suppose the 5th song was selected
+ (static_cast<iPod*>(this))->process_event(StartSong(5));
+ }
+ void send_PlayPause(SouthReleased const&)
+ {
+ // action using the message queue to generate another event
+ (static_cast<iPod*>(this))->process_event(PlayPause());
+ }
+ void send_Off(OnOffTimer const&)
+ {
+ std::cout << "turning player off" << std::endl;
+ (static_cast<iPod*>(this))->process_event(Off());
+ }
+ void send_PlayingMiddleButton(MiddleButton const&)
+ {
+ (static_cast<iPod*>(this))->process_event(PlayingMiddleButton());
+ }
+ void send_MenuMiddleButton(MiddleButton const&)
+ {
+ (static_cast<iPod*>(this))->process_event(MenuMiddleButton());
+ }
+ // guard conditions
+ bool is_menu(MiddleButton const&)
+ {
+ return (static_cast<iPod*>(this))->is_flag_active<MenuActive>();
+ }
+ bool is_no_menu(MiddleButton const& evt)
+ {
+ return !is_menu(evt);
+ }
+ template <class EVENT>
+ void switch_on(EVENT const&)
+ {
+ std::cout << "turning player on" << std::endl;
+ }
+ typedef iPod_ fsm; // makes transition table cleaner
+
+ // Transition table for player
+ struct transition_table : mpl::vector<
+ // Start Event Next Action Guard
+ // +-------------------+---------------+-------------------+--------------------------------+----------------------+
+ _row < NotHolding , Hold , Holding >,
+ _row < Holding , NoHold , NotHolding >,
+ // +-------------------+---------------+-------------------+--------------------------------+----------------------+
+ _row < NotPlaying , PlayPause , PlayingMode >,
+ a_row < PlayingMode::exit_pt<PlayingMode_::
+ PlayingExit> , EndPlay , NotPlaying , &fsm::send_ActivateMenu >,
+ // +-------------------+---------------+-------------------+--------------------------------+----------------------+
+ _row < NoMenuMode , MenuButton , MenuMode >,
+ a_row < MenuMode::exit_pt<MenuMode_::
+ MenuExit> , CloseMenu , NoMenuMode , &fsm::send_StartSong >,
+ // +-------------------+---------------+-------------------+--------------------------------+----------------------+
+ _row < NoOnOffButton , SouthPressed , OffDown >,
+ a_row < OffDown , SouthReleased , NoOnOffButton , &fsm::send_PlayPause >,
+ a_row < OffDown , OnOffTimer , PlayerOff , &fsm::send_Off >,
+ a_row < PlayerOff , SouthPressed , NoOnOffButton , &fsm::switch_on >,
+ a_row < PlayerOff , NoHold , NoOnOffButton , &fsm::switch_on >,
+ // +-------------------+---------------+--------------------+--------------------------------+----------------------+
+ row < CheckMiddleButton , MiddleButton , CheckMiddleButton , &fsm::send_PlayingMiddleButton , &fsm::is_menu >,
+ row < CheckMiddleButton , MiddleButton , CheckMiddleButton , &fsm::send_MenuMiddleButton , &fsm::is_no_menu >
+ // +-------------------+---------------+--------------------+--------------------------------+----------------------+
+ > {};
+
+ // 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;
+ }
+ };
+
+ void test()
+ {
+ iPod sm;
+ sm.start();
+ // we first press Hold
+ std::cout << "pressing hold" << std::endl;
+ sm.process_event(Hold());
+ // pressing a button is now ignored
+ std::cout << "pressing a button" << std::endl;
+ sm.process_event(SouthPressed());
+ // or even one contained in a submachine
+ sm.process_event(EastPressed());
+ // no more holding
+ std::cout << "no more holding, end interrupt event sent" << std::endl;
+ sm.process_event(NoHold());
+ std::cout << "pressing South button a short time" << std::endl;
+ sm.process_event(SouthPressed());
+ // we suppose a short pressing leading to playing a song
+ sm.process_event(SouthReleased());
+ // we move to the next song
+ std::cout << "we move to the next song" << std::endl;
+ sm.process_event(NextSong());
+ // then back to no song => exit from playing, menu active
+ std::cout << "we press twice the West button (simulated)=> end of playing" << std::endl;
+ sm.process_event(PreviousSong());
+ sm.process_event(PreviousSong());
+ // even in menu mode, pressing play will start playing the first song
+ std::cout << "pressing play/pause" << std::endl;
+ sm.process_event(SouthPressed());
+ sm.process_event(SouthReleased());
+ // of course pausing must be possible
+ std::cout << "pressing play/pause" << std::endl;
+ sm.process_event(SouthPressed());
+ sm.process_event(SouthReleased());
+ std::cout << "pressing play/pause" << std::endl;
+ sm.process_event(SouthPressed());
+ sm.process_event(SouthReleased());
+ // while playing, you can fast forward
+ std::cout << "pressing East button a long time" << std::endl;
+ sm.process_event(EastPressed());
+ // let's suppose the timer just fired
+ sm.process_event(ForwardTimer());
+ sm.process_event(ForwardTimer());
+ // end of fast forwarding
+ std::cout << "releasing East button" << std::endl;
+ sm.process_event(EastReleased());
+ // we now press the middle button to set playing at a given position
+ std::cout << "pressing Middle button, fast forwarding disabled" << std::endl;
+ sm.process_event(MiddleButton());
+ std::cout <<"pressing East button to fast forward" << std::endl;
+ sm.process_event(EastPressed());
+ // we switch off and on
+ std::cout <<"switch off player" << std::endl;
+ sm.process_event(SouthPressed());
+ sm.process_event(OnOffTimer());
+ std::cout <<"switch on player" << std::endl;
+ sm.process_event(SouthPressed());
+ }
+}
+
+int main()
+{
+ test();
+ return 0;
+}
diff --git a/libs/msm/doc/HTML/examples/ipod_functors.hpp b/libs/msm/doc/HTML/examples/ipod_functors.hpp
new file mode 100644
index 0000000000..c49c3473dd
--- /dev/null
+++ b/libs/msm/doc/HTML/examples/ipod_functors.hpp
@@ -0,0 +1,248 @@
+// 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)
+
+#ifndef IPOD_FUNCTORS_HPP
+#define IPOD_FUNCTORS_HPP
+#include <boost/msm/front/euml/euml.hpp>
+
+BOOST_MSM_EUML_ACTION(NotHolding_Entry)
+{
+ template <class Event,class FSM,class STATE>
+ void operator()(Event const&,FSM&,STATE& )
+ {
+ std::cout << "entering: NotHolding" << std::endl;
+ }
+};
+BOOST_MSM_EUML_ACTION(Holding_Entry)
+{
+ template <class Event,class FSM,class STATE>
+ void operator()(Event const&,FSM&,STATE& )
+ {
+ std::cout << "entering: Holding" << std::endl;
+ }
+};
+BOOST_MSM_EUML_ACTION(NotPlaying_Entry)
+{
+ template <class Event,class FSM,class STATE>
+ void operator()(Event const&,FSM&,STATE& )
+ {
+ std::cout << "entering: NotPlaying" << std::endl;
+ }
+};
+BOOST_MSM_EUML_ACTION(NoMenuMode_Entry)
+{
+ template <class Event,class FSM,class STATE>
+ void operator()(Event const&,FSM&,STATE& )
+ {
+ std::cout << "entering: NoMenuMode" << std::endl;
+ }
+};
+BOOST_MSM_EUML_ACTION(NoOnOffButton_Entry)
+{
+ template <class Event,class FSM,class STATE>
+ void operator()(Event const&,FSM&,STATE& )
+ {
+ std::cout << "entering: NoOnOffButton" << std::endl;
+ }
+};
+BOOST_MSM_EUML_ACTION(OffDown_Entry)
+{
+ template <class Event,class FSM,class STATE>
+ void operator()(Event const&,FSM&,STATE& )
+ {
+ std::cout << "entering: OffDown" << std::endl;
+ }
+};
+BOOST_MSM_EUML_ACTION(PlayerOff_Entry)
+{
+ template <class Event,class FSM,class STATE>
+ void operator()(Event const&,FSM&,STATE& )
+ {
+ std::cout << "entering: PlayerOff" << std::endl;
+ }
+};
+BOOST_MSM_EUML_ACTION(CheckMiddleButton_Entry)
+{
+ template <class Event,class FSM,class STATE>
+ void operator()(Event const&,FSM&,STATE& )
+ {
+ std::cout << "entering: CheckMiddleButton" << std::endl;
+ }
+};
+BOOST_MSM_EUML_ACTION(Playing_Entry)
+{
+ template <class Event,class FSM,class STATE>
+ void operator()(Event const&,FSM& fsm,STATE& )
+ {
+ std::cout << "entering: Playing" << std::endl;
+ std::cout << "playing song:" << fsm.get_attribute(m_SongIndex) << std::endl;
+ }
+};
+BOOST_MSM_EUML_ACTION(WaitingForNextPrev_Entry)
+{
+ template <class Event,class FSM,class STATE>
+ void operator()(Event const&,FSM&,STATE& )
+ {
+ std::cout << "entering: WaitingForNextPrev" << std::endl;
+ }
+};
+BOOST_MSM_EUML_ACTION(Paused_Entry)
+{
+ template <class Event,class FSM,class STATE>
+ void operator()(Event const&,FSM&,STATE& )
+ {
+ std::cout << "entering: Paused" << std::endl;
+ }
+};
+BOOST_MSM_EUML_ACTION(WaitingForEnd_Entry)
+{
+ template <class Event,class FSM,class STATE>
+ void operator()(Event const&,FSM&,STATE& )
+ {
+ std::cout << "entering: OffDown" << std::endl;
+ }
+};
+BOOST_MSM_EUML_ACTION(NoForward_Entry)
+{
+ template <class Event,class FSM,class STATE>
+ void operator()(Event const&,FSM&,STATE& )
+ {
+ std::cout << "entering: NoForward" << std::endl;
+ }
+};
+BOOST_MSM_EUML_ACTION(ForwardPressed_Entry)
+{
+ template <class Event,class FSM,class STATE>
+ void operator()(Event const&,FSM&,STATE& )
+ {
+ std::cout << "entering: ForwardPressed" << std::endl;
+ }
+};
+BOOST_MSM_EUML_ACTION(ForwardPressed_Exit)
+{
+ template <class Event,class FSM,class STATE>
+ void operator()(Event const&,FSM&,STATE& )
+ {
+ std::cout << "leaving: ForwardPressed" << std::endl;
+ }
+};
+BOOST_MSM_EUML_ACTION(FastForward_Entry)
+{
+ template <class Event,class FSM,class STATE>
+ void operator()(Event const&,FSM&,STATE& )
+ {
+ std::cout << "entering: FastForward" << std::endl;
+ }
+};
+BOOST_MSM_EUML_ACTION(FastForward_Exit)
+{
+ template <class Event,class FSM,class STATE>
+ void operator()(Event const&,FSM&,STATE& )
+ {
+ std::cout << "leaving: FastForward" << std::endl;
+ }
+};
+BOOST_MSM_EUML_ACTION(StdDisplay_Entry)
+{
+ template <class Event,class FSM,class STATE>
+ void operator()(Event const&,FSM&,STATE& )
+ {
+ std::cout << "entering: StdDisplay" << std::endl;
+ }
+};
+BOOST_MSM_EUML_ACTION(SetPosition_Entry)
+{
+ template <class Event,class FSM,class STATE>
+ void operator()(Event const&,FSM&,STATE& )
+ {
+ std::cout << "entering: SetPosition" << std::endl;
+ }
+};
+BOOST_MSM_EUML_ACTION(SetMark_Entry)
+{
+ template <class Event,class FSM,class STATE>
+ void operator()(Event const&,FSM&,STATE& )
+ {
+ std::cout << "entering: SetMark" << std::endl;
+ }
+};
+BOOST_MSM_EUML_ACTION(PlayingExit_Entry)
+{
+ template <class Event,class FSM,class STATE>
+ void operator()(Event const&,FSM&,STATE& )
+ {
+ std::cout << "entering: PlayingExit" << std::endl;
+ }
+};
+BOOST_MSM_EUML_ACTION(WaitingForSongChoice_Entry)
+{
+ template <class Event,class FSM,class STATE>
+ void operator()(Event const&,FSM&,STATE& )
+ {
+ std::cout << "entering: WaitingForSongChoice" << std::endl;
+ }
+};
+BOOST_MSM_EUML_ACTION(StartCurrentSong_Entry)
+{
+ template <class Event,class FSM,class STATE>
+ void operator()(Event const&,FSM&,STATE& )
+ {
+ std::cout << "entering: StartCurrentSong" << std::endl;
+ }
+};
+BOOST_MSM_EUML_ACTION(MenuExit_Entry)
+{
+ template <class Event,class FSM,class STATE>
+ void operator()(Event const&,FSM&,STATE& )
+ {
+ std::cout << "entering: MenuExit" << std::endl;
+ }
+};
+BOOST_MSM_EUML_ACTION(show_selected_song)
+{
+ template <class FSM,class EVT,class SourceState,class TargetState>
+ void operator()(EVT const& ,FSM& fsm,SourceState& ,TargetState& )
+ {
+ std::cout << "selecting song:" << fsm.get_attribute(m_SongIndex) << std::endl;
+ }
+};
+BOOST_MSM_EUML_ACTION(do_fast_forward)
+{
+ template <class FSM,class EVT,class SourceState,class TargetState>
+ void operator()(EVT const& ,FSM& fsm,SourceState& ,TargetState& )
+ {
+ std::cout << "moving song forward..." << std::endl;
+ }
+};
+BOOST_MSM_EUML_ACTION(show_playing_song)
+{
+ template <class FSM,class EVT,class SourceState,class TargetState>
+ void operator()(EVT const& ,FSM& fsm,SourceState& ,TargetState& )
+ {
+ std::cout << "playing song:" << fsm.get_attribute(m_SongIndex) << std::endl;
+ }
+};
+BOOST_MSM_EUML_ACTION(show_player_off)
+{
+ template <class FSM,class EVT,class SourceState,class TargetState>
+ void operator()(EVT const& ,FSM& fsm,SourceState& ,TargetState& )
+ {
+ std::cout << "turning player off" << std::endl;
+ }
+};
+BOOST_MSM_EUML_ACTION(show_player_on)
+{
+ template <class FSM,class EVT,class SourceState,class TargetState>
+ void operator()(EVT const& ,FSM& fsm,SourceState& ,TargetState& )
+ {
+ std::cout << "turning player on" << std::endl;
+ }
+};
+#endif
diff --git a/libs/msm/doc/HTML/examples/logging_functors.h b/libs/msm/doc/HTML/examples/logging_functors.h
new file mode 100644
index 0000000000..7e68cedb07
--- /dev/null
+++ b/libs/msm/doc/HTML/examples/logging_functors.h
@@ -0,0 +1,370 @@
+// 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)
+
+#ifndef LOGGING_FUNCTORS
+#define LOGGING_FUNCTORS
+
+BOOST_MSM_EUML_ACTION(Empty_Entry)
+{
+ template <class Event,class FSM,class STATE>
+ void operator()(Event const&,FSM&,STATE& )
+ {
+ std::cout << "entering: Empty" << std::endl;
+ }
+};
+BOOST_MSM_EUML_ACTION(Empty_Exit)
+{
+ template <class Event,class FSM,class STATE>
+ void operator()(Event const&,FSM&,STATE& )
+ {
+ std::cout << "leaving: Empty" << std::endl;
+ }
+};
+
+BOOST_MSM_EUML_ACTION(Open_Entry)
+{
+ template <class Event,class FSM,class STATE>
+ void operator()(Event const&,FSM&,STATE& )
+ {
+ std::cout << "entering: Open" << std::endl;
+ }
+};
+BOOST_MSM_EUML_ACTION(Open_Exit)
+{
+ template <class Event,class FSM,class STATE>
+ void operator()(Event const&,FSM&,STATE& )
+ {
+ std::cout << "leaving: Open" << std::endl;
+ }
+};
+
+BOOST_MSM_EUML_ACTION(Stopped_Entry)
+{
+ template <class Event,class FSM,class STATE>
+ void operator()(Event const&,FSM&,STATE& )
+ {
+ std::cout << "entering: Stopped" << std::endl;
+ }
+};
+BOOST_MSM_EUML_ACTION(Stopped_Exit)
+{
+ template <class Event,class FSM,class STATE>
+ void operator()(Event const&,FSM&,STATE& )
+ {
+ std::cout << "leaving: Stopped" << std::endl;
+ }
+};
+
+BOOST_MSM_EUML_ACTION(AllOk_Entry)
+{
+ template <class Event,class FSM,class STATE>
+ void operator()(Event const&,FSM&,STATE& )
+ {
+ std::cout << "starting: AllOk" << std::endl;
+ }
+};
+BOOST_MSM_EUML_ACTION(AllOk_Exit)
+{
+ template <class Event,class FSM,class STATE>
+ void operator()(Event const&,FSM&,STATE& )
+ {
+ std::cout << "finishing: AllOk" << std::endl;
+ }
+};
+
+BOOST_MSM_EUML_ACTION(ErrorMode_Entry)
+{
+ template <class Event,class FSM,class STATE>
+ void operator()(Event const&,FSM&,STATE& )
+ {
+ std::cout << "starting: ErrorMode" << std::endl;
+ }
+};
+BOOST_MSM_EUML_ACTION(ErrorMode_Exit)
+{
+ template <class Event,class FSM,class STATE>
+ void operator()(Event const&,FSM&,STATE& )
+ {
+ std::cout << "finishing: ErrorMode" << std::endl;
+ }
+};
+
+BOOST_MSM_EUML_ACTION(Playing_Entry)
+{
+ template <class Event,class FSM,class STATE>
+ void operator()(Event const&,FSM&,STATE& )
+ {
+ std::cout << "entering: Playing" << std::endl;
+ }
+};
+BOOST_MSM_EUML_ACTION(Playing_Exit)
+{
+ template <class Event,class FSM,class STATE>
+ void operator()(Event const&,FSM&,STATE& )
+ {
+ std::cout << "leaving: Playing" << std::endl;
+ }
+};
+
+BOOST_MSM_EUML_ACTION(Song1_Entry)
+{
+ template <class Event,class FSM,class STATE>
+ void operator()(Event const&,FSM&,STATE& )
+ {
+ std::cout << "starting: First song" << std::endl;
+ }
+};
+BOOST_MSM_EUML_ACTION(Song1_Exit)
+{
+ template <class Event,class FSM,class STATE>
+ void operator()(Event const&,FSM&,STATE& )
+ {
+ std::cout << "finishing: First Song" << std::endl;
+ }
+};
+
+BOOST_MSM_EUML_ACTION(Song2_Entry)
+{
+ template <class Event,class FSM,class STATE>
+ void operator()(Event const&,FSM&,STATE& )
+ {
+ std::cout << "starting: Second song" << std::endl;
+ }
+};
+BOOST_MSM_EUML_ACTION(Song2_Exit)
+{
+ template <class Event,class FSM,class STATE>
+ void operator()(Event const&,FSM&,STATE& )
+ {
+ std::cout << "finishing: Second Song" << std::endl;
+ }
+};
+
+BOOST_MSM_EUML_ACTION(Song3_Entry)
+{
+ template <class Event,class FSM,class STATE>
+ void operator()(Event const&,FSM&,STATE& )
+ {
+ std::cout << "starting: Third song" << std::endl;
+ }
+};
+BOOST_MSM_EUML_ACTION(Song3_Exit)
+{
+ template <class Event,class FSM,class STATE>
+ void operator()(Event const&,FSM&,STATE& )
+ {
+ std::cout << "finishing: Third Song" << std::endl;
+ }
+};
+
+BOOST_MSM_EUML_ACTION(Region2State1_Entry)
+{
+ template <class Event,class FSM,class STATE>
+ void operator()(Event const&,FSM&,STATE& )
+ {
+ std::cout << "starting: Region2State1" << std::endl;
+ }
+};
+BOOST_MSM_EUML_ACTION(Region2State1_Exit)
+{
+ template <class Event,class FSM,class STATE>
+ void operator()(Event const&,FSM&,STATE& )
+ {
+ std::cout << "finishing: Region2State1" << std::endl;
+ }
+};
+BOOST_MSM_EUML_ACTION(Region2State2_Entry)
+{
+ template <class Event,class FSM,class STATE>
+ void operator()(Event const&,FSM&,STATE& )
+ {
+ std::cout << "starting: Region2State2" << std::endl;
+ }
+};
+BOOST_MSM_EUML_ACTION(Region2State2_Exit)
+{
+ template <class Event,class FSM,class STATE>
+ void operator()(Event const&,FSM&,STATE& )
+ {
+ std::cout << "finishing: Region2State2" << std::endl;
+ }
+};
+// transition actions for Playing
+BOOST_MSM_EUML_ACTION(start_next_song)
+{
+ template <class FSM,class EVT,class SourceState,class TargetState>
+ void operator()(EVT const& ,FSM&,SourceState& ,TargetState& )
+ {
+ std::cout << "Playing::start_next_song" << endl;
+ }
+};
+BOOST_MSM_EUML_ACTION(start_prev_song)
+{
+ template <class FSM,class EVT,class SourceState,class TargetState>
+ void operator()(EVT const& ,FSM&,SourceState& ,TargetState& )
+ {
+ std::cout << "Playing::start_prev_song" << endl;
+ }
+};
+
+// transition actions
+BOOST_MSM_EUML_ACTION(start_playback)
+{
+ template <class FSM,class EVT,class SourceState,class TargetState>
+ void operator()(EVT const& ,FSM&,SourceState& ,TargetState& )
+ {
+ cout << "player::start_playback" << endl;
+ }
+};
+BOOST_MSM_EUML_ACTION(open_drawer)
+{
+ template <class FSM,class EVT,class SourceState,class TargetState>
+ void operator()(EVT const& ,FSM&,SourceState& ,TargetState& )
+ {
+ cout << "player::open_drawer" << endl;
+ }
+};
+BOOST_MSM_EUML_ACTION(close_drawer)
+{
+ template <class FSM,class EVT,class SourceState,class TargetState>
+ void operator()(EVT const& ,FSM&,SourceState& ,TargetState& )
+ {
+ cout << "player::close_drawer" << endl;
+ }
+};
+BOOST_MSM_EUML_ACTION(store_cd_info)
+{
+ template <class FSM,class EVT,class SourceState,class TargetState>
+ void operator()(EVT const&, FSM& ,SourceState& ,TargetState& )
+ {
+ cout << "player::store_cd_info" << endl;
+ // it is now easy to use the message queue.
+ // alternatively to the proces_ in the transition table, we could write:
+ // fsm.process_event(play());
+ }
+};
+BOOST_MSM_EUML_ACTION(stop_playback)
+{
+ template <class FSM,class EVT,class SourceState,class TargetState>
+ void operator()(EVT const& ,FSM&,SourceState& ,TargetState& )
+ {
+ cout << "player::stop_playback" << endl;
+ }
+};
+BOOST_MSM_EUML_ACTION(pause_playback)
+{
+ template <class FSM,class EVT,class SourceState,class TargetState>
+ void operator()(EVT const& ,FSM&,SourceState& ,TargetState& )
+ {
+ cout << "player::pause_playback" << endl;
+ }
+};
+BOOST_MSM_EUML_ACTION(resume_playback)
+{
+ template <class FSM,class EVT,class SourceState,class TargetState>
+ void operator()(EVT const& ,FSM&,SourceState& ,TargetState& )
+ {
+ cout << "player::resume_playback" << endl;
+ }
+};
+BOOST_MSM_EUML_ACTION(stop_and_open)
+{
+ template <class FSM,class EVT,class SourceState,class TargetState>
+ void operator()(EVT const& ,FSM&,SourceState& ,TargetState& )
+ {
+ cout << "player::stop_and_open" << endl;
+ }
+};
+BOOST_MSM_EUML_ACTION(stopped_again)
+{
+ template <class FSM,class EVT,class SourceState,class TargetState>
+ void operator()(EVT const& ,FSM&,SourceState& ,TargetState& )
+ {
+ cout << "player::stopped_again" << endl;
+ }
+};
+
+BOOST_MSM_EUML_ACTION(report_error)
+{
+ template <class FSM,class EVT,class SourceState,class TargetState>
+ void operator()(EVT const& ,FSM&,SourceState& ,TargetState& )
+ {
+ cout << "player::report_error" << endl;
+ }
+};
+
+BOOST_MSM_EUML_ACTION(report_end_error)
+{
+ template <class FSM,class EVT,class SourceState,class TargetState>
+ void operator()(EVT const& ,FSM&,SourceState& ,TargetState& )
+ {
+ cout << "player::report_end_error" << endl;
+ }
+};
+BOOST_MSM_EUML_ACTION(internal_action1)
+{
+ template <class FSM,class EVT,class SourceState,class TargetState>
+ void operator()(EVT const&, FSM& ,SourceState& ,TargetState& )
+ {
+ cout << "Open::internal action1" << endl;
+ }
+};
+BOOST_MSM_EUML_ACTION(internal_action2)
+{
+ template <class FSM,class EVT,class SourceState,class TargetState>
+ void operator()(EVT const&, FSM& ,SourceState& ,TargetState& )
+ {
+ cout << "Open::internal action2" << endl;
+ }
+};
+BOOST_MSM_EUML_ACTION(internal_action)
+{
+ template <class FSM,class EVT,class SourceState,class TargetState>
+ void operator()(EVT const&, FSM& ,SourceState& ,TargetState& )
+ {
+ cout << "Open::internal action" << endl;
+ }
+};
+enum DiskTypeEnum
+{
+ DISK_CD=0,
+ DISK_DVD=1
+};
+
+// Handler called when no_transition detected
+BOOST_MSM_EUML_ACTION(Log_No_Transition)
+{
+ template <class FSM,class Event>
+ void operator()(Event const& e,FSM&,int state)
+ {
+ std::cout << "no transition from state " << state
+ << " on event " << typeid(e).name() << std::endl;
+ }
+};
+
+BOOST_MSM_EUML_ACTION(internal_guard1)
+{
+ template <class FSM,class EVT,class SourceState,class TargetState>
+ bool operator()(EVT const&, FSM& ,SourceState& ,TargetState& )
+ {
+ cout << "Open::internal guard1" << endl;
+ return false;
+ }
+};
+BOOST_MSM_EUML_ACTION(internal_guard2)
+{
+ template <class FSM,class EVT,class SourceState,class TargetState>
+ bool operator()(EVT const&, FSM& ,SourceState& ,TargetState& )
+ {
+ cout << "Open::internal guard2" << endl;
+ return false;
+ }
+};
+#endif // LOGGING_FUNCTORS
diff --git a/libs/msm/doc/HTML/footer.htm b/libs/msm/doc/HTML/footer.htm
new file mode 100644
index 0000000000..b6448f91bc
--- /dev/null
+++ b/libs/msm/doc/HTML/footer.htm
@@ -0,0 +1,14 @@
+<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN"
+ "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
+
+<html xmlns="http://www.w3.org/1999/xhtml" lang="en" xml:lang="en">
+<body>
+ <p>© Copyright Christophe Henry, 2010</p>
+ <p>Distributed under the Boost Software License, Version 1.0. (See
+ accompanying file <a href="../../LICENSE_1_0.txt">
+ LICENSE_1_0.txt</a> or copy at
+ <a href="http://www.boost.org/LICENSE_1_0.txt">www.boost.org/LICENSE_1_0.txt</a>)</p>
+
+</body>
+</html>
+
diff --git a/libs/msm/doc/HTML/index.html b/libs/msm/doc/HTML/index.html
new file mode 100644
index 0000000000..1dae2bee4e
--- /dev/null
+++ b/libs/msm/doc/HTML/index.html
@@ -0,0 +1,19 @@
+<html><head>
+ <meta http-equiv="Content-Type" content="text/html; charset=ISO-8859-1">
+ <title>Meta State Machine (MSM)</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)"><link rel="next" href="pr01.html" title="Preface"></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">Meta State Machine (MSM)</th></tr><tr><td width="20%" align="left">&nbsp;</td><th width="60%" align="center">&nbsp;</th><td width="20%" align="right">&nbsp;<a accesskey="n" href="pr01.html">Next</a></td></tr></table><hr></div><div class="book" title="Meta State Machine (MSM)"><div class="titlepage"><div><div><h1 class="title"><a name="d0e2"></a>Meta State Machine (MSM)</h1></div><div><div class="author"><h3 class="author">Christophe Henry</h3><code class="email">&lt;<a class="email" href="mailto:christophe.j.henry@googlemail.com">christophe.j.henry@googlemail.com</a>&gt;</code></div></div><div><p class="copyright">Copyright &copy; 2008-2010
+ <span> Distributed under the Boost Software License, Version 1.0. (See
+ accompanying file LICENSE_1_0.txt or copy at <a class="link" href="http://www.boost.org/LICENSE_1_0.txt" target="_top">http://www.boost.org/LICENSE_1_0.txt</a> ) </span>
+ </p></div></div><hr></div><div class="toc"><p><b>Table of Contents</b></p><dl><dt><span class="preface"><a href="pr01.html">Preface</a></span></dt><dt><span class="part"><a href="pt01.html">I. User' guide</a></span></dt><dd><dl><dt><span class="chapter"><a href="ch01.html">1. Founding idea</a></span></dt><dt><span class="chapter"><a href="ch02.html">2. UML Short Guide</a></span></dt><dd><dl><dt><span class="sect1"><a href="ch02.html#d0e111">What are state machines?</a></span></dt><dt><span class="sect1"><a href="ch02s02.html">Concepts</a></span></dt><dd><dl><dt><span class="sect2"><a href="ch02s02.html#d0e121">State machine, state, transition, event </a></span></dt><dt><span class="sect2"><a href="ch02s02.html#d0e151">Submachines, orthogonal regions, pseudostates </a></span></dt><dt><span class="sect2"><a href="ch02s02.html#d0e194">
+ History </a></span></dt><dt><span class="sect2"><a href="ch02s02.html#d0e208">Completion transitions / anonymous
+ transitions</a></span></dt><dt><span class="sect2"><a href="ch02s02.html#d0e220"> Internal transitions </a></span></dt><dt><span class="sect2"><a href="ch02s02.html#d0e226">
+ Conflicting transitions </a></span></dt></dl></dd><dt><span class="sect1"><a href="ch02s03.html">State machine glossary</a></span></dt></dl></dd><dt><span class="chapter"><a href="ch03.html">3. Tutorial</a></span></dt><dd><dl><dt><span class="sect1"><a href="ch03.html#d0e315">Design</a></span></dt><dt><span class="sect1"><a href="ch03s02.html">Basic front-end</a></span></dt><dd><dl><dt><span class="sect2"><a href="ch03s02.html#d0e334">A simple example</a></span></dt><dt><span class="sect2"><a href="ch03s02.html#d0e348">Transition table</a></span></dt><dt><span class="sect2"><a href="ch03s02.html#d0e396">Defining states with entry/exit actions</a></span></dt><dt><span class="sect2"><a href="ch03s02.html#d0e409">What do you actually do inside actions / guards?</a></span></dt><dt><span class="sect2"><a href="ch03s02.html#d0e461">Defining a simple state machine</a></span></dt><dt><span class="sect2"><a href="ch03s02.html#d0e519">Defining a submachine</a></span></dt><dt><span class="sect2"><a href="ch03s02.html#d0e554">Orthogonal regions, terminate state, event deferring</a></span></dt><dt><span class="sect2"><a href="ch03s02.html#d0e645">History</a></span></dt><dt><span class="sect2"><a href="ch03s02.html#d0e690">Completion (anonymous) transitions</a></span></dt><dt><span class="sect2"><a href="ch03s02.html#d0e717">Internal transitions</a></span></dt><dt><span class="sect2"><a href="ch03s02.html#d0e819">more row types</a></span></dt><dt><span class="sect2"><a href="ch03s02.html#d0e852">Explicit entry / entry and exit pseudo-state / fork</a></span></dt><dt><span class="sect2"><a href="ch03s02.html#d0e1041">Flags</a></span></dt><dt><span class="sect2"><a href="ch03s02.html#d0e1095">Event Hierarchy</a></span></dt><dt><span class="sect2"><a href="ch03s02.html#d0e1116">Customizing a state machine / Getting more speed</a></span></dt><dt><span class="sect2"><a href="ch03s02.html#d0e1165">Choosing the initial event</a></span></dt><dt><span class="sect2"><a href="ch03s02.html#d0e1178"> Containing state machine (deprecated)</a></span></dt></dl></dd><dt><span class="sect1"><a href="ch03s03.html">Functor front-end</a></span></dt><dd><dl><dt><span class="sect2"><a href="ch03s03.html#d0e1217"> Transition table </a></span></dt><dt><span class="sect2"><a href="ch03s03.html#d0e1250">Defining states with entry/exit actions</a></span></dt><dt><span class="sect2"><a href="ch03s03.html#d0e1269">What do you actually do inside actions / guards (Part 2)?</a></span></dt><dt><span class="sect2"><a href="ch03s03.html#d0e1281">Defining a simple state machine</a></span></dt><dt><span class="sect2"><a href="ch03s03.html#d0e1289">Anonymous transitions</a></span></dt><dt><span class="sect2"><a href="ch03s03.html#d0e1315">Internal
+ transitions</a></span></dt></dl></dd><dt><span class="sect1"><a href="ch03s04.html">eUML (experimental)</a></span></dt><dd><dl><dt><span class="sect2"><a href="ch03s04.html#d0e1394">Transition table</a></span></dt><dt><span class="sect2"><a href="ch03s04.html#d0e1435">A simple example: rewriting only our transition table</a></span></dt><dt><span class="sect2"><a href="ch03s04.html#d0e1466">Defining events, actions and states with entry/exit actions</a></span></dt><dt><span class="sect2"><a href="ch03s04.html#d0e1579">Wrapping up a simple state machine and first complete examples</a></span></dt><dt><span class="sect2"><a href="ch03s04.html#d0e1627">Defining a submachine</a></span></dt><dt><span class="sect2"><a href="ch03s04.html#d0e1643">
+ Attributes / Function call</a></span></dt><dt><span class="sect2"><a href="ch03s04.html#d0e1743">Orthogonal regions, flags, event deferring</a></span></dt><dt><span class="sect2"><a href="ch03s04.html#d0e1855">
+ Customizing a state machine / Getting
+ more speed</a></span></dt><dt><span class="sect2"><a href="ch03s04.html#d0e1890">Completion / Anonymous transitions</a></span></dt><dt><span class="sect2"><a href="ch03s04.html#d0e1908">Internal transitions</a></span></dt><dt><span class="sect2"><a href="ch03s04.html#d0e1939">Other state types</a></span></dt><dt><span class="sect2"><a href="ch03s04.html#d0e2003">Helper functions</a></span></dt><dt><span class="sect2"><a href="ch03s04.html#d0e2106">Phoenix-like STL support</a></span></dt><dt><span class="sect2"><a href="ch03s04.html#d0e2159">Writing actions with Boost.Phoenix (in development)</a></span></dt></dl></dd><dt><span class="sect1"><a href="ch03s05.html">Back-end</a></span></dt><dd><dl><dt><span class="sect2"><a href="ch03s05.html#d0e2218">Creation </a></span></dt><dt><span class="sect2"><a href="ch03s05.html#d0e2227">Starting and stopping a state
+ machine</a></span></dt><dt><span class="sect2"><a href="ch03s05.html#d0e2246">Event dispatching</a></span></dt><dt><span class="sect2"><a href="ch03s05.html#d0e2255">Active state(s)</a></span></dt><dt><span class="sect2"><a href="ch03s05.html#d0e2269">Serialization</a></span></dt><dt><span class="sect2"><a href="ch03s05.html#d0e2322">Base state type </a></span></dt><dt><span class="sect2"><a href="ch03s05.html#d0e2348">Visitor</a></span></dt><dt><span class="sect2"><a href="ch03s05.html#d0e2391">Flags</a></span></dt><dt><span class="sect2"><a href="ch03s05.html#d0e2404">Getting a state</a></span></dt><dt><span class="sect2"><a href="ch03s05.html#d0e2417"> State machine constructor with arguments </a></span></dt><dt><span class="sect2"><a href="ch03s05.html#d0e2457">Trading run-time speed for
+ better compile-time / multi-TU compilation</a></span></dt><dt><span class="sect2"><a href="ch03s05.html#d0e2539">Compile-time state machine analysis </a></span></dt><dt><span class="sect2"><a href="ch03s05.html#d0e2583"> Enqueueing events for later
+ processing </a></span></dt><dt><span class="sect2"><a href="ch03s05.html#d0e2603"> Customizing the message queues </a></span></dt><dt><span class="sect2"><a href="ch03s05.html#d0e2618">Policy definition with Boost.Parameter </a></span></dt><dt><span class="sect2"><a href="ch03s05.html#d0e2626">Choosing when to switch active
+ states </a></span></dt></dl></dd></dl></dd><dt><span class="chapter"><a href="ch04.html">4. Performance / Compilers</a></span></dt><dd><dl><dt><span class="sect1"><a href="ch04.html#d0e2707">Speed</a></span></dt><dt><span class="sect1"><a href="ch04s02.html">Executable size</a></span></dt><dt><span class="sect1"><a href="ch04s03.html">Supported compilers</a></span></dt><dt><span class="sect1"><a href="ch04s04.html"> Limitations </a></span></dt><dt><span class="sect1"><a href="ch04s05.html"> Compilers corner </a></span></dt></dl></dd><dt><span class="chapter"><a href="ch05.html">5. Questions &amp; Answers, tips</a></span></dt><dt><span class="chapter"><a href="ch06.html">6. Internals</a></span></dt><dd><dl><dt><span class="sect1"><a href="ch06.html#d0e2920">Backend: Run To Completion</a></span></dt><dt><span class="sect1"><a href="ch06s02.html">Frontend / Backend
+ interface</a></span></dt><dt><span class="sect1"><a href="ch06s03.html"> Generated state ids </a></span></dt><dt><span class="sect1"><a href="ch06s04.html">Metaprogramming tools</a></span></dt></dl></dd><dt><span class="chapter"><a href="ch07.html">7. Acknowledgements</a></span></dt><dd><dl><dt><span class="sect1"><a href="ch07.html#d0e3215">MSM v2</a></span></dt><dt><span class="sect1"><a href="ch07s02.html"> MSM v1</a></span></dt></dl></dd><dt><span class="chapter"><a href="ch08.html">8. Version history</a></span></dt><dd><dl><dt><span class="sect1"><a href="ch08.html#d0e3262">From V2.21 to V2.22 (Boost 1.48)</a></span></dt><dt><span class="sect1"><a href="ch08s02.html">From V2.20 to V2.21 (Boost 1.47)</a></span></dt><dt><span class="sect1"><a href="ch08s03.html">From V2.12 to V2.20 (Boost 1.46)</a></span></dt><dt><span class="sect1"><a href="ch08s04.html">From V2.10 to V2.12 (Boost 1.45)</a></span></dt><dt><span class="sect1"><a href="ch08s05.html">From V2.0 to V2.12 (Boost 1.44)</a></span></dt></dl></dd></dl></dd><dt><span class="part"><a href="pt02.html">II. Reference</a></span></dt><dd><dl><dt><span class="chapter"><a href="ch09.html">9. eUML operators and basic helpers</a></span></dt><dt><span class="chapter"><a href="ch10.html">10.
+ Functional programming </a></span></dt><dt><span class="refentrytitle"><a href="re01.html">Common headers</a></span><span class="refpurpose"> &#8212; The common types used by front- and back-ends</span></dt><dt><span class="refentrytitle"><a href="re02.html">Back-end</a></span><span class="refpurpose"> &#8212; The back-end headers</span></dt><dt><span class="refentrytitle"><a href="re03.html">Front-end</a></span><span class="refpurpose"> &#8212; The front-end headers</span></dt></dl></dd></dl></div><div class="list-of-tables"><p><b>List of Tables</b></p><dl><dt>9.1. <a href="ch09.html#d0e3485">Operators and state machine helpers</a></dt><dt>10.1. <a href="ch10.html#d0e3840">STL algorithms</a></dt><dt>10.2. <a href="ch10.html#d0e3953">STL algorithms</a></dt><dt>10.3. <a href="ch10.html#d0e3981">STL algorithms</a></dt><dt>10.4. <a href="ch10.html#d0e4199">STL container methods</a></dt><dt>10.5. <a href="ch10.html#d0e4330">STL list methods</a></dt><dt>10.6. <a href="ch10.html#d0e4406">STL associative container methods </a></dt><dt>10.7. <a href="ch10.html#d0e4477">STL pair</a></dt><dt>10.8. <a href="ch10.html#d0e4503">STL string</a></dt></dl></div></div><div class="navfooter"><hr><table width="100%" summary="Navigation footer"><tr><td width="40%" align="left">&nbsp;</td><td width="20%" align="center">&nbsp;</td><td width="40%" align="right">&nbsp;<a accesskey="n" href="pr01.html">Next</a></td></tr><tr><td width="40%" align="left" valign="top">&nbsp;</td><td width="20%" align="center">&nbsp;</td><td width="40%" align="right" valign="top">&nbsp;Preface</td></tr></table></div></body></html> \ No newline at end of file
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+<html><head>
+ <meta http-equiv="Content-Type" content="text/html; charset=ISO-8859-1">
+ <title>Preface</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)"><link rel="up" href="index.html" title="Meta State Machine (MSM)"><link rel="prev" href="index.html" title="Meta State Machine (MSM)"><link rel="next" href="pt01.html" title="Part&nbsp;I.&nbsp;User' 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">Preface</th></tr><tr><td width="20%" align="left"><a accesskey="p" href="index.html">Prev</a>&nbsp;</td><th width="60%" align="center">&nbsp;</th><td width="20%" align="right">&nbsp;<a accesskey="n" href="pt01.html">Next</a></td></tr></table><hr></div><div class="preface" title="Preface"><div class="titlepage"><div><div><h2 class="title"><a name="d0e22"></a>Preface</h2></div></div></div><p>MSM is a library allowing you to easily and quickly define state machines of very high
+ performance. From this point, two main questions usually quickly arise, so please allow
+ me to try answering them upfront.</p><p>
+ </p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>When do I need a state machine?</p><p>More often that you think. Very often, one defined a state machine
+ informally without even noticing it. For example, one declares inside a
+ class some boolean attribute, say to remember that a task has been
+ completed. Later the boolean actually needs a third value, so it becomes an
+ int. A few weeks, a second attribute is needed. Then a third. Soon, you find
+ yourself writing:</p><p><code class="code">void incoming_data(data)</code></p><p><code class="code">{</code></p><p><code class="code"> if (data == packet_3 &amp;&amp; flag1 == work_done &amp;&amp; flag2
+ &gt; step3)...</code></p><p><code class="code">}</code></p><p>This starts to look like event processing (contained inside data) if some
+ stage of the object life has been achieved (but is ugly).</p><p>This could be a protocol definition and it is a common use case for state
+ machines. Another common one is a user interface. The stage of the user's
+ interaction defines if some button is active, a functionality is available,
+ etc.</p><p>But there are many more use cases if you start looking. Actually, a whole
+ model-driven development method, Executable UML
+ (http://en.wikipedia.org/wiki/Executable_UML) specifies its complete dynamic
+ behavior using state machines. Class diagram, state machine diagrams, and an
+ action language are all you absolutely need in the Executable UML
+ world.</p></li><li class="listitem"><p>Another state machine library? What for?</p><p>True, there are many state machine libraries. This should already be an
+ indication that if you're not using any of them, you might be missing
+ something. Why should you use this one? Unfortunately, when looking for a
+ good state machine library, you usually pretty fast hit one or several of
+ the following snags:</p><div class="itemizedlist"><ul class="itemizedlist" type="circle"><li class="listitem"><p>speed: "state machines are slow" is usually the first
+ criticism you might hear. While it is often an excuse not to use
+ any and instead resort to dirty, hand-written implementations (I
+ mean, no, yours are not dirty of course, I'm talking about other
+ developers). MSM removes this often feeble excuse because it is
+ blazingly fast. Most hand-written implementations will be beaten
+ by MSM.</p></li><li class="listitem"><p>ease of use: good argument. If you used another library, you
+ are probably right. Many state machine definitions will look
+ similar to:</p><p><code class="code">state s1 = new State; // a state</code></p><p><code class="code">state s2 = new State; // another state</code></p><p><code class="code">event e = new Event; // event</code></p><p><code class="code">s1-&gt;addTransition(e,s2); // transition s1 -&gt;
+ s2</code></p><p>The more transitions you have, the less readable it is. A long
+ time ago, there was not so much Java yet, and many electronic
+ systems were built with a state machine defined by a simple
+ transition table. You could easily see the whole structure and
+ immediately see if you forgot some transitions. Thanks to our
+ new OO techniques, this ease of use was gone. MSM gives you back
+ the transition table and reduces the noise to the
+ minimum.</p></li><li class="listitem"><p>expressiveness: MSM offers several front-ends and constantly
+ tries to improve state machine definition techniques. For
+ example, you can define a transition with eUML (one of MSM's
+ front-ends) as:</p><p><code class="code">state1 == state2 + event [condition] /
+ action</code></p><p>This is not simply syntactic sugar. Such a formalized,
+ readable structure allows easy communication with domain experts
+ of a software to be constructed. Having domain experts
+ understand your code will greatly reduce the number of
+ bugs.</p></li><li class="listitem"><p>model-driven-development: a common difficulty of a
+ model-driven development is the complexity of making a
+ round-trip (generating code from model and then model from
+ code). This is due to the fact that if a state machine structure
+ is hard for you to read, chances are that your parsing tool will
+ also have a hard time. MSM's syntax will hopefully help tool
+ writers.</p></li><li class="listitem"><p>features: most developers use only 20% of the richly defined
+ UML standard. Unfortunately, these are never the same 20% for
+ all. And so, very likely, one will need something from the
+ standard which is not implemented. MSM offers a very large part
+ of the standard, with more on the way.</p></li></ul></div><p>Let us not wait any longer, I hope you will enjoy MSM and have fun with
+ it!</p></li></ul></div><p>
+ </p></div><div class="navfooter"><hr><table width="100%" summary="Navigation footer"><tr><td width="40%" align="left"><a accesskey="p" href="index.html">Prev</a>&nbsp;</td><td width="20%" align="center">&nbsp;</td><td width="40%" align="right">&nbsp;<a accesskey="n" href="pt01.html">Next</a></td></tr><tr><td width="40%" align="left" valign="top">Meta State Machine (MSM)&nbsp;</td><td width="20%" align="center"><a accesskey="h" href="index.html">Home</a></td><td width="40%" align="right" valign="top">&nbsp;Part&nbsp;I.&nbsp;User' guide</td></tr></table></div></body></html> \ No newline at end of file
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+<html><head>
+ <meta http-equiv="Content-Type" content="text/html; charset=ISO-8859-1">
+ <title>Part&nbsp;I.&nbsp;User' guide</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)"><link rel="up" href="index.html" title="Meta State Machine (MSM)"><link rel="prev" href="pr01.html" title="Preface"><link rel="next" href="ch01.html" title="Chapter&nbsp;1.&nbsp;Founding idea"></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">Part&nbsp;I.&nbsp;User' guide</th></tr><tr><td width="20%" align="left"><a accesskey="p" href="pr01.html">Prev</a>&nbsp;</td><th width="60%" align="center">&nbsp;</th><td width="20%" align="right">&nbsp;<a accesskey="n" href="ch01.html">Next</a></td></tr></table><hr></div><div class="part" title="Part&nbsp;I.&nbsp;User' guide"><div class="titlepage"><div><div><h1 class="title"><a name="d0e96"></a>Part&nbsp;I.&nbsp;User' guide</h1></div></div></div><div class="toc"><p><b>Table of Contents</b></p><dl><dt><span class="chapter"><a href="ch01.html">1. Founding idea</a></span></dt><dt><span class="chapter"><a href="ch02.html">2. UML Short Guide</a></span></dt><dd><dl><dt><span class="sect1"><a href="ch02.html#d0e111">What are state machines?</a></span></dt><dt><span class="sect1"><a href="ch02s02.html">Concepts</a></span></dt><dd><dl><dt><span class="sect2"><a href="ch02s02.html#d0e121">State machine, state, transition, event </a></span></dt><dt><span class="sect2"><a href="ch02s02.html#d0e151">Submachines, orthogonal regions, pseudostates </a></span></dt><dt><span class="sect2"><a href="ch02s02.html#d0e194">
+ History </a></span></dt><dt><span class="sect2"><a href="ch02s02.html#d0e208">Completion transitions / anonymous
+ transitions</a></span></dt><dt><span class="sect2"><a href="ch02s02.html#d0e220"> Internal transitions </a></span></dt><dt><span class="sect2"><a href="ch02s02.html#d0e226">
+ Conflicting transitions </a></span></dt></dl></dd><dt><span class="sect1"><a href="ch02s03.html">State machine glossary</a></span></dt></dl></dd><dt><span class="chapter"><a href="ch03.html">3. Tutorial</a></span></dt><dd><dl><dt><span class="sect1"><a href="ch03.html#d0e315">Design</a></span></dt><dt><span class="sect1"><a href="ch03s02.html">Basic front-end</a></span></dt><dd><dl><dt><span class="sect2"><a href="ch03s02.html#d0e334">A simple example</a></span></dt><dt><span class="sect2"><a href="ch03s02.html#d0e348">Transition table</a></span></dt><dt><span class="sect2"><a href="ch03s02.html#d0e396">Defining states with entry/exit actions</a></span></dt><dt><span class="sect2"><a href="ch03s02.html#d0e409">What do you actually do inside actions / guards?</a></span></dt><dt><span class="sect2"><a href="ch03s02.html#d0e461">Defining a simple state machine</a></span></dt><dt><span class="sect2"><a href="ch03s02.html#d0e519">Defining a submachine</a></span></dt><dt><span class="sect2"><a href="ch03s02.html#d0e554">Orthogonal regions, terminate state, event deferring</a></span></dt><dt><span class="sect2"><a href="ch03s02.html#d0e645">History</a></span></dt><dt><span class="sect2"><a href="ch03s02.html#d0e690">Completion (anonymous) transitions</a></span></dt><dt><span class="sect2"><a href="ch03s02.html#d0e717">Internal transitions</a></span></dt><dt><span class="sect2"><a href="ch03s02.html#d0e819">more row types</a></span></dt><dt><span class="sect2"><a href="ch03s02.html#d0e852">Explicit entry / entry and exit pseudo-state / fork</a></span></dt><dt><span class="sect2"><a href="ch03s02.html#d0e1041">Flags</a></span></dt><dt><span class="sect2"><a href="ch03s02.html#d0e1095">Event Hierarchy</a></span></dt><dt><span class="sect2"><a href="ch03s02.html#d0e1116">Customizing a state machine / Getting more speed</a></span></dt><dt><span class="sect2"><a href="ch03s02.html#d0e1165">Choosing the initial event</a></span></dt><dt><span class="sect2"><a href="ch03s02.html#d0e1178"> Containing state machine (deprecated)</a></span></dt></dl></dd><dt><span class="sect1"><a href="ch03s03.html">Functor front-end</a></span></dt><dd><dl><dt><span class="sect2"><a href="ch03s03.html#d0e1217"> Transition table </a></span></dt><dt><span class="sect2"><a href="ch03s03.html#d0e1250">Defining states with entry/exit actions</a></span></dt><dt><span class="sect2"><a href="ch03s03.html#d0e1269">What do you actually do inside actions / guards (Part 2)?</a></span></dt><dt><span class="sect2"><a href="ch03s03.html#d0e1281">Defining a simple state machine</a></span></dt><dt><span class="sect2"><a href="ch03s03.html#d0e1289">Anonymous transitions</a></span></dt><dt><span class="sect2"><a href="ch03s03.html#d0e1315">Internal
+ transitions</a></span></dt></dl></dd><dt><span class="sect1"><a href="ch03s04.html">eUML (experimental)</a></span></dt><dd><dl><dt><span class="sect2"><a href="ch03s04.html#d0e1394">Transition table</a></span></dt><dt><span class="sect2"><a href="ch03s04.html#d0e1435">A simple example: rewriting only our transition table</a></span></dt><dt><span class="sect2"><a href="ch03s04.html#d0e1466">Defining events, actions and states with entry/exit actions</a></span></dt><dt><span class="sect2"><a href="ch03s04.html#d0e1579">Wrapping up a simple state machine and first complete examples</a></span></dt><dt><span class="sect2"><a href="ch03s04.html#d0e1627">Defining a submachine</a></span></dt><dt><span class="sect2"><a href="ch03s04.html#d0e1643">
+ Attributes / Function call</a></span></dt><dt><span class="sect2"><a href="ch03s04.html#d0e1743">Orthogonal regions, flags, event deferring</a></span></dt><dt><span class="sect2"><a href="ch03s04.html#d0e1855">
+ Customizing a state machine / Getting
+ more speed</a></span></dt><dt><span class="sect2"><a href="ch03s04.html#d0e1890">Completion / Anonymous transitions</a></span></dt><dt><span class="sect2"><a href="ch03s04.html#d0e1908">Internal transitions</a></span></dt><dt><span class="sect2"><a href="ch03s04.html#d0e1939">Other state types</a></span></dt><dt><span class="sect2"><a href="ch03s04.html#d0e2003">Helper functions</a></span></dt><dt><span class="sect2"><a href="ch03s04.html#d0e2106">Phoenix-like STL support</a></span></dt><dt><span class="sect2"><a href="ch03s04.html#d0e2159">Writing actions with Boost.Phoenix (in development)</a></span></dt></dl></dd><dt><span class="sect1"><a href="ch03s05.html">Back-end</a></span></dt><dd><dl><dt><span class="sect2"><a href="ch03s05.html#d0e2218">Creation </a></span></dt><dt><span class="sect2"><a href="ch03s05.html#d0e2227">Starting and stopping a state
+ machine</a></span></dt><dt><span class="sect2"><a href="ch03s05.html#d0e2246">Event dispatching</a></span></dt><dt><span class="sect2"><a href="ch03s05.html#d0e2255">Active state(s)</a></span></dt><dt><span class="sect2"><a href="ch03s05.html#d0e2269">Serialization</a></span></dt><dt><span class="sect2"><a href="ch03s05.html#d0e2322">Base state type </a></span></dt><dt><span class="sect2"><a href="ch03s05.html#d0e2348">Visitor</a></span></dt><dt><span class="sect2"><a href="ch03s05.html#d0e2391">Flags</a></span></dt><dt><span class="sect2"><a href="ch03s05.html#d0e2404">Getting a state</a></span></dt><dt><span class="sect2"><a href="ch03s05.html#d0e2417"> State machine constructor with arguments </a></span></dt><dt><span class="sect2"><a href="ch03s05.html#d0e2457">Trading run-time speed for
+ better compile-time / multi-TU compilation</a></span></dt><dt><span class="sect2"><a href="ch03s05.html#d0e2539">Compile-time state machine analysis </a></span></dt><dt><span class="sect2"><a href="ch03s05.html#d0e2583"> Enqueueing events for later
+ processing </a></span></dt><dt><span class="sect2"><a href="ch03s05.html#d0e2603"> Customizing the message queues </a></span></dt><dt><span class="sect2"><a href="ch03s05.html#d0e2618">Policy definition with Boost.Parameter </a></span></dt><dt><span class="sect2"><a href="ch03s05.html#d0e2626">Choosing when to switch active
+ states </a></span></dt></dl></dd></dl></dd><dt><span class="chapter"><a href="ch04.html">4. Performance / Compilers</a></span></dt><dd><dl><dt><span class="sect1"><a href="ch04.html#d0e2707">Speed</a></span></dt><dt><span class="sect1"><a href="ch04s02.html">Executable size</a></span></dt><dt><span class="sect1"><a href="ch04s03.html">Supported compilers</a></span></dt><dt><span class="sect1"><a href="ch04s04.html"> Limitations </a></span></dt><dt><span class="sect1"><a href="ch04s05.html"> Compilers corner </a></span></dt></dl></dd><dt><span class="chapter"><a href="ch05.html">5. Questions &amp; Answers, tips</a></span></dt><dt><span class="chapter"><a href="ch06.html">6. Internals</a></span></dt><dd><dl><dt><span class="sect1"><a href="ch06.html#d0e2920">Backend: Run To Completion</a></span></dt><dt><span class="sect1"><a href="ch06s02.html">Frontend / Backend
+ interface</a></span></dt><dt><span class="sect1"><a href="ch06s03.html"> Generated state ids </a></span></dt><dt><span class="sect1"><a href="ch06s04.html">Metaprogramming tools</a></span></dt></dl></dd><dt><span class="chapter"><a href="ch07.html">7. Acknowledgements</a></span></dt><dd><dl><dt><span class="sect1"><a href="ch07.html#d0e3215">MSM v2</a></span></dt><dt><span class="sect1"><a href="ch07s02.html"> MSM v1</a></span></dt></dl></dd><dt><span class="chapter"><a href="ch08.html">8. Version history</a></span></dt><dd><dl><dt><span class="sect1"><a href="ch08.html#d0e3262">From V2.21 to V2.22 (Boost 1.48)</a></span></dt><dt><span class="sect1"><a href="ch08s02.html">From V2.20 to V2.21 (Boost 1.47)</a></span></dt><dt><span class="sect1"><a href="ch08s03.html">From V2.12 to V2.20 (Boost 1.46)</a></span></dt><dt><span class="sect1"><a href="ch08s04.html">From V2.10 to V2.12 (Boost 1.45)</a></span></dt><dt><span class="sect1"><a href="ch08s05.html">From V2.0 to V2.12 (Boost 1.44)</a></span></dt></dl></dd></dl></div></div><div class="navfooter"><hr><table width="100%" summary="Navigation footer"><tr><td width="40%" align="left"><a accesskey="p" href="pr01.html">Prev</a>&nbsp;</td><td width="20%" align="center">&nbsp;</td><td width="40%" align="right">&nbsp;<a accesskey="n" href="ch01.html">Next</a></td></tr><tr><td width="40%" align="left" valign="top">Preface&nbsp;</td><td width="20%" align="center"><a accesskey="h" href="index.html">Home</a></td><td width="40%" align="right" valign="top">&nbsp;Chapter&nbsp;1.&nbsp;Founding idea</td></tr></table></div></body></html> \ No newline at end of file
diff --git a/libs/msm/doc/HTML/pt02.html b/libs/msm/doc/HTML/pt02.html
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+<html><head>
+ <meta http-equiv="Content-Type" content="text/html; charset=ISO-8859-1">
+ <title>Part&nbsp;II.&nbsp;Reference</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)"><link rel="up" href="index.html" title="Meta State Machine (MSM)"><link rel="prev" href="ch08s05.html" title="From V2.0 to V2.12 (Boost 1.44)"><link rel="next" href="ch09.html" title="Chapter&nbsp;9.&nbsp;eUML operators and basic helpers"></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">Part&nbsp;II.&nbsp;Reference</th></tr><tr><td width="20%" align="left"><a accesskey="p" href="ch08s05.html">Prev</a>&nbsp;</td><th width="60%" align="center">&nbsp;</th><td width="20%" align="right">&nbsp;<a accesskey="n" href="ch09.html">Next</a></td></tr></table><hr></div><div class="part" title="Part&nbsp;II.&nbsp;Reference"><div class="titlepage"><div><div><h1 class="title"><a name="d0e3474"></a>Part&nbsp;II.&nbsp;<span class="command"><strong><a name="Reference-begin"></a></strong></span>Reference</h1></div></div></div><div class="toc"><p><b>Table of Contents</b></p><dl><dt><span class="chapter"><a href="ch09.html">9. eUML operators and basic helpers</a></span></dt><dt><span class="chapter"><a href="ch10.html">10.
+ Functional programming </a></span></dt><dt><span class="refentrytitle"><a href="re01.html">Common headers</a></span><span class="refpurpose"> &#8212; The common types used by front- and back-ends</span></dt><dt><span class="refentrytitle"><a href="re02.html">Back-end</a></span><span class="refpurpose"> &#8212; The back-end headers</span></dt><dt><span class="refentrytitle"><a href="re03.html">Front-end</a></span><span class="refpurpose"> &#8212; The front-end headers</span></dt></dl></div></div><div class="navfooter"><hr><table width="100%" summary="Navigation footer"><tr><td width="40%" align="left"><a accesskey="p" href="ch08s05.html">Prev</a>&nbsp;</td><td width="20%" align="center">&nbsp;</td><td width="40%" align="right">&nbsp;<a accesskey="n" href="ch09.html">Next</a></td></tr><tr><td width="40%" align="left" valign="top">From V2.0 to V2.12 (Boost 1.44)&nbsp;</td><td width="20%" align="center"><a accesskey="h" href="index.html">Home</a></td><td width="40%" align="right" valign="top">&nbsp;Chapter&nbsp;9.&nbsp;eUML operators and basic helpers</td></tr></table></div></body></html> \ No newline at end of file
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+<html><head>
+ <meta http-equiv="Content-Type" content="text/html; charset=ISO-8859-1">
+ <title>Common headers</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)"><link rel="up" href="pt02.html" title="Part&nbsp;II.&nbsp;Reference"><link rel="prev" href="ch10.html" title="Chapter&nbsp;10.&nbsp; Functional programming"><link rel="next" href="re02.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">Common headers</th></tr><tr><td width="20%" align="left"><a accesskey="p" href="ch10.html">Prev</a>&nbsp;</td><th width="60%" align="center">Part&nbsp;II.&nbsp;Reference</th><td width="20%" align="right">&nbsp;<a accesskey="n" href="re02.html">Next</a></td></tr></table><hr></div><div class="refentry" title="Common headers"><a name="d0e4945"></a><div class="titlepage"></div><div class="refnamediv"><h2>Name</h2><p>Common headers &#8212; The common types used by front- and back-ends</p></div><div class="refsect1" title="msm/common.hpp"><a name="d0e4951"></a><h2>msm/common.hpp</h2><p>This header provides one type, wrap, which is an empty type whose only reason
+ to exist is to be cheap to construct, so that it can be used with mpl::for_each,
+ as shown in the Metaprogramming book, chapter 9.</p><pre class="classsynopsis"> <span class="ooclass"><span class="classname">template &lt;class Dummy&gt; wrap{};</span></span>&nbsp;{<br>}</pre></div><div class="refsect1" title="msm/row_tags.hpp"><a name="d0e4960"></a><h2>msm/row_tags.hpp</h2><p>This header contains the row type tags which front-ends can support partially
+ or totally. Please see the <span class="command"><strong><a class="command" href="ch06s02.html#internals-front-back-interface">Internals</a></strong></span> section for a description of the different
+ types.</p></div></div><div class="navfooter"><hr><table width="100%" summary="Navigation footer"><tr><td width="40%" align="left"><a accesskey="p" href="ch10.html">Prev</a>&nbsp;</td><td width="20%" align="center"><a accesskey="u" href="pt02.html">Up</a></td><td width="40%" align="right">&nbsp;<a accesskey="n" href="re02.html">Next</a></td></tr><tr><td width="40%" align="left" valign="top">Chapter&nbsp;10.&nbsp;
+ Functional programming &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> \ No newline at end of file
diff --git a/libs/msm/doc/HTML/re02.html b/libs/msm/doc/HTML/re02.html
new file mode 100644
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@@ -0,0 +1,113 @@
+<html><head>
+ <meta http-equiv="Content-Type" content="text/html; charset=ISO-8859-1">
+ <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)"><link rel="up" href="pt02.html" title="Part&nbsp;II.&nbsp;Reference"><link rel="prev" href="re01.html" title="Common headers"><link rel="next" href="re03.html" title="Front-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">Back-end</th></tr><tr><td width="20%" align="left"><a accesskey="p" href="re01.html">Prev</a>&nbsp;</td><th width="60%" align="center">Part&nbsp;II.&nbsp;Reference</th><td width="20%" align="right">&nbsp;<a accesskey="n" href="re03.html">Next</a></td></tr></table><hr></div><div class="refentry" title="Back-end"><a name="d0e4968"></a><div class="titlepage"></div><div class="refnamediv"><h2>Name</h2><p>Back-end &#8212; The back-end headers</p></div><div class="refsect1" title="msm/back/state_machine.hpp"><a name="d0e4974"></a><h2>msm/back/state_machine.hpp</h2><p> This header provides one type, state_machine, MSM's state machine engine
+ implementation.</p><pre class="classsynopsis"> <span class="ooclass"><span class="classname">template &lt;class Derived,class HistoryPolicy=NoHistory,class
+ CompilePolicy=favor_runtime_speed&gt; state_machine</span></span>&nbsp;{<br>}</pre><div class="refsect2" title="Template arguments"><a name="d0e4983"></a><h3> Template arguments </h3><div class="refsect3" title="Derived"><a name="d0e4986"></a><h4> Derived </h4><p>The name of the front-end state machine definition. All three
+ front-ends are possible.</p></div><div class="refsect3" title="HistoryPolicy"><a name="d0e4991"></a><h4> HistoryPolicy </h4><p>The desired history. This can be: AlwaysHistory, NoHistory,
+ ShallowHistory. Default is NoHistory.</p></div><div class="refsect3" title="CompilePolicy"><a name="d0e4996"></a><h4> CompilePolicy </h4><p>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 <a class="link" href="ch03s05.html#backend-tradeof-rt-ct">the backend</a>.</p></div></div><div class="refsect2" title="methods"><a name="d0e5004"></a><h3> methods </h3><div class="refsect3" title="start"><a name="d0e5007"></a><h4>start</h4><p> 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 <a class="link" href="ch03s05.html#backend-start">backend</a>.</p><code class="methodsynopsis"><span class="methodname">void start</span>(<span class="methodparam"></span>);</code></div><div class="refsect3" title="process_event"><a name="d0e5020"></a><h4>process_event</h4><p>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.</p><code class="methodsynopsis"><span class="methodname">template &lt;class Event&gt; HandledEnum
+ process_event</span>(<span class="methodparam">Event const&amp;</span>);</code></div><div class="refsect3" title="current_state"><a name="d0e5031"></a><h4>current_state</h4><p>Returns the ids of currently active states. You will typically need it
+ only for debugging or logging purposes.</p><code class="methodsynopsis"><span class="methodname">const int* current_state const</span>(<span class="methodparam"></span>);</code></div><div class="refsect3" title="get_state_by_id"><a name="d0e5041"></a><h4>get_state_by_id</h4><p>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.</p><code class="methodsynopsis"><span class="methodname">const BaseState* get_state_by_id const</span>(<span class="methodparam">int id</span>);</code></div><div class="refsect3" title="is_contained"><a name="d0e5052"></a><h4>is_contained</h4><p>Helper returning true if the state machine is contained as a
+ submachine of another state machine.</p><code class="methodsynopsis"><span class="methodname">bool is_contained const</span>(<span class="methodparam"></span>);</code></div><div class="refsect3" title="get_state"><a name="d0e5062"></a><h4>get_state</h4><p>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.</p><code class="methodsynopsis"><span class="methodname">template &lt;class State&gt; State* get_state</span>(<span class="methodparam"></span>);</code></div><div class="refsect3" title="get_state"><a name="d0e5072"></a><h4>get_state</h4><p>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.</p><code class="methodsynopsis"><span class="methodname">template &lt;class State&gt; State&amp; get_state</span>(<span class="methodparam"></span>);</code></div><div class="refsect3" title="is_flag_active"><a name="d0e5082"></a><h4>is_flag_active</h4><p>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 <span class="underline">all</span>
+ regions (using AND as BinaryOp)</p><code class="methodsynopsis"><span class="methodname">template &lt;class Flag,class BinaryOp&gt; bool
+ is_flag_active</span>(<span class="methodparam"></span>);</code></div><div class="refsect3" title="is_flag_active"><a name="d0e5095"></a><h4>is_flag_active</h4><p>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.</p><code class="methodsynopsis"><span class="methodname">template &lt;class Flag&gt; bool is_flag_active</span>(<span class="methodparam"></span>);</code></div><div class="refsect3" title="visit_current_states"><a name="d0e5105"></a><h4>visit_current_states</h4><p>Visits all active states and their substates. A state is visited using
+ the <code class="code">accept</code> method without argument. The base class of all
+ states must provide an <code class="code">accept_sig</code> type.</p><code class="methodsynopsis"><span class="methodname">void visit_current_states</span>(<span class="methodparam"></span>);</code></div><div class="refsect3" title="visit_current_states"><a name="d0e5121"></a><h4>visit_current_states</h4><p>Visits all active states and their substates. A state is visited using
+ the <code class="code">accept</code> method with arguments. The base class of all
+ states must provide an <code class="code">accept_sig</code> type defining the
+ signature and thus the number and type of the parameters.</p><code class="methodsynopsis"><span class="methodname">void visit_current_states</span>(<span class="methodparam">any-type param1, any-type param2,...</span>);</code></div><div class="refsect3" title="defer_event"><a name="d0e5138"></a><h4>defer_event</h4><p> 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
+ <code class="code">activate_deferred_events</code>(see <a class="link" href="examples/Orthogonal-deferred2.cpp" target="_top">example</a>) type
+ either directly or using the deferred_events configuration of eUML
+ (<code class="code">configure_ &lt;&lt; deferred_events</code>)</p><code class="methodsynopsis"><span class="methodname">template &lt;class Event&gt; void defer_event</span>(<span class="methodparam">Event const&amp;</span>);</code></div></div><div class="refsect2" title="Types"><a name="d0e5158"></a><h3>Types</h3><div class="refsect3" title="nr_regions"><a name="d0e5161"></a><h4>nr_regions </h4><p>The number of orthogonal regions contained in the state machine</p></div><div class="refsect3" title="entry_pt"><a name="d0e5166"></a><h4>entry_pt</h4><p>This nested type provides the necessary typedef for entry point
+ pseudostates.
+ <code class="code">state_machine&lt;...&gt;::entry_pt&lt;state_name&gt;</code> is a
+ transition's valid target inside the containing state machine's
+ transition table.</p><pre class="classsynopsis"> <span class="ooclass"><span class="classname">entry_pt</span></span>&nbsp;{<br>}</pre></div><div class="refsect3" title="exit_pt"><a name="d0e5178"></a><h4>exit_pt</h4><p>This nested type provides the necessary typedef for exit point
+ pseudostates. <code class="code">state_machine&lt;...&gt;::exit_pt&lt;state_name&gt;</code>
+ is a transition's valid source inside the containing state machine's
+ transition table.</p><pre class="classsynopsis"> <span class="ooclass"><span class="classname">exit_pt</span></span>&nbsp;{<br>}</pre></div><div class="refsect3" title="direct"><a name="d0e5190"></a><h4>direct</h4><p>This nested type provides the necessary typedef for an explicit entry
+ inside a submachine.
+ <code class="code">state_machine&lt;...&gt;::direct&lt;state_name&gt;</code> is a
+ transition's valid target inside the containing state machine's
+ transition table.</p><pre class="classsynopsis"> <span class="ooclass"><span class="classname">direct</span></span>&nbsp;{<br>}</pre></div><div class="refsect3" title="stt"><a name="d0e5202"></a><h4>stt</h4><p>Calling state_machine&lt;frontend&gt;::stt returns a mpl::vector
+ containing the transition table of the state machine. This type can then
+ be used with generate_state_set or generate_event_set.</p></div></div></div><div class="refsect1" title="args.hpp"><a name="d0e5207"></a><h2>args.hpp</h2><p>This header provides one type, args. which provides the necessary types for a
+ visitor implementation.</p></div><div class="refsect1" title="msm/back/history_policies.hpp"><a name="d0e5212"></a><h2><span class="command"><strong><a name="history-interface"></a></strong></span>msm/back/history_policies.hpp</h2><p>This header provides the out-of-the-box history policies supported by MSM.
+ There are 3 such policies.</p><div class="refsect2" title="Every history policy must implement the following methods:"><a name="d0e5218"></a><h3>Every history policy must implement the following methods: </h3><div class="refsect3" title="set_initial_states"><a name="d0e5221"></a><h4> set_initial_states </h4><p> 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).</p><div class="funcsynopsis"><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0" class="funcprototype-table"><tr><td><code class="funcdef">void set_initial_states(</code></td><td><code>)</code>;</td><td>&nbsp;</td></tr></table><div class="paramdef-list"><code>
+ <code>(</code>int* const<code>)</code>
+ </code>;</div><div class="funcprototype-spacer">&nbsp;</div></div></div><div class="refsect3" title="history_exit"><a name="d0e5235"></a><h4> history_exit </h4><p>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).</p><div class="funcsynopsis"><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0" class="funcprototype-table"><tr><td><code class="funcdef">void history_exit(</code></td><td><code>)</code>;</td><td>&nbsp;</td></tr></table><div class="paramdef-list"><code>
+ <code>(</code>int* const<code>)</code>
+ </code>;</div><div class="funcprototype-spacer">&nbsp;</div></div></div><div class="refsect3" title="history_entry"><a name="d0e5249"></a><h4> history_entry </h4><p>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.</p><div class="funcsynopsis"><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0" class="funcprototype-table"><tr><td><code class="funcdef">template &lt;class Event&gt; int* const history_exit(</code></td><td><code>)</code>;</td><td>&nbsp;</td></tr></table><div class="paramdef-list"><code>
+ <code>(</code>Event const&amp;<code>)</code>
+ </code>;</div><div class="funcprototype-spacer">&nbsp;</div></div></div></div><div class="refsect2" title="Out-of-the-box policies:"><a name="d0e5263"></a><h3>Out-of-the-box policies: </h3><div class="refsect3" title="NoHistory"><a name="d0e5266"></a><h4>NoHistory</h4><p>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. </p></div><div class="refsect3" title="AlwaysHistory"><a name="d0e5271"></a><h4>AlwaysHistory</h4><p>This policy is a non-UML-standard extension. The active state(s) of a
+ submachine is (are) always remembered at every new activation of the
+ submachine. </p></div><div class="refsect3" title="ShallowHistory"><a name="d0e5276"></a><h4>ShallowHistory</h4><p>This policy activates the active state(s) of a submachine if the event
+ is found in the policy's event list. </p></div></div></div><div class="refsect1" title="msm/back/default_compile_policy.hpp"><a name="d0e5281"></a><h2>msm/back/default_compile_policy.hpp</h2><p>This header contains the definition of favor_runtime_speed. This policy has
+ two settings:</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>Submachines dispatch faster because their transitions are added
+ into their containing machine's transition table instead of simply
+ forwarding events.</p></li><li class="listitem"><p>It solves transition conflicts at compile-time</p></li></ul></div></div><div class="refsect1" title="msm/back/favor_compile_time.hpp"><a name="d0e5293"></a><h2>msm/back/favor_compile_time.hpp</h2><p>This header contains the definition of favor_compile_time. This policy has two settings:</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>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.</p></li><li class="listitem"><p>It solves transition conflicts at run-time.</p></li></ul></div></div><div class="refsect1" title="msm/back/metafunctions.hpp"><a name="d0e5305"></a><h2>msm/back/metafunctions.hpp </h2><p>This header contains metafunctions for use by the library. Three metafunctions
+ can be useful for the user:</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p><code class="code">generate_state_set&lt; stt &gt;</code>: generates the list of
+ all states referenced by the transition table stt. If stt is a
+ recursive table (generated by
+ <code class="code">recursive_get_transition_table</code>), the metafunction
+ finds recursively all states of the submachines. A non-recursive
+ table can be obtained with some_backend_fsm::stt.</p></li><li class="listitem"><p><code class="code">generate_event_set&lt; stt&gt;</code>: generates the list of
+ all events referenced by the transition table stt. If stt is a
+ recursive table (generated by
+ <code class="code">recursive_get_transition_table</code>), the metafunction
+ finds recursively all events of the submachines. A non-recursive
+ table can be obtained with some_backend_fsm::stt.</p></li><li class="listitem"><p><code class="code">recursive_get_transition_table&lt;fsm&gt;</code>: recursively
+ extends the transition table of the state machine fsm with tables
+ from the submachines.</p></li></ul></div></div><div class="refsect1" title="msm/back/tools.hpp"><a name="d0e5332"></a><h2>msm/back/tools.hpp </h2><p> This header contains a few metaprogramming tools to get some information out
+ of a state machine.</p><div class="refsect2" title="fill_state_names"><a name="d0e5337"></a><h3>fill_state_names </h3><div class="refsect3" title="attributes"><a name="d0e5340"></a><h4>attributes </h4><p> fill_state_names has for attribute:</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p><code class="code">char const** m_names</code>: an already allocated
+ array of const char* where the typeid-generated names of a
+ state machine states will be witten.</p></li></ul></div></div><div class="refsect3" title="constructor"><a name="d0e5351"></a><h4>constructor </h4><code class="constructorsynopsis"><span class="methodparam">char const** names_to_fill</span>(<span class="methodparam">char const** names_to_fill</span>);</code></div><div class="refsect3" title="usage"><a name="d0e5358"></a><h4>usage</h4><p> 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:</p><pre class="programlisting">typedef some_fsm::stt Stt;
+typedef msm::back::generate_state_set&lt;Stt&gt;::type all_states; //states
+static char const* state_names[mpl::size&lt;all_states&gt;::value];
+// array to fill with names
+// fill the names of the states defined in the state machine
+mpl::for_each&lt;all_states,boost::msm::wrap&lt;mpl::placeholders::_1&gt; &gt;
+ (msm::back::fill_state_names&lt;Stt&gt;(state_names));
+// display all active states
+for (unsigned int i=0;i&lt;some_fsm::nr_regions::value;++i)
+{
+ std::cout &lt;&lt; " -&gt; "
+ &lt;&lt; state_names[my_fsm_instance.current_state()[i]]
+ &lt;&lt; std::endl;
+}</pre></div></div><div class="refsect2" title="get_state_name"><a name="d0e5365"></a><h3>get_state_name </h3><div class="refsect3" title="attributes"><a name="d0e5368"></a><h4> attributes </h4><p>get_state_name has for attributes:</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>std::string&amp; m_name: the return value of the
+ iteration</p></li><li class="listitem"><p>int m_state_id: the searched state's id</p></li></ul></div></div><div class="refsect3" title="constructor"><a name="d0e5380"></a><h4>constructor</h4><p>The constructor takes as argument a reference to the string to fill
+ with the state name and the id which must be searched.</p><code class="constructorsynopsis"><span class="methodparam">string&amp; name_to_fill,int state_id</span>(<span class="methodparam">string&amp; name_to_fill,int state_id</span>);</code></div><div class="refsect3" title="usage"><a name="d0e5389"></a><h4> usage</h4><p>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.</p></div></div><div class="refsect2" title="display_type"><a name="d0e5394"></a><h3>display_type </h3><div class="refsect3" title="attributes"><a name="d0e5397"></a><h4> attributes </h4><p>none</p></div><div class="refsect3" title="usage"><a name="d0e5402"></a><h4> usage</h4><p>Reusing the state list from the previous example, we can output all
+ state names:</p><p><code class="code">mpl::for_each&lt;all_states,boost::msm::wrap&lt;mpl::placeholders::_1&gt;
+ &gt;(msm::back::display_type ());</code></p></div></div></div></div><div class="navfooter"><hr><table width="100%" summary="Navigation footer"><tr><td width="40%" align="left"><a accesskey="p" href="re01.html">Prev</a>&nbsp;</td><td width="20%" align="center"><a accesskey="u" href="pt02.html">Up</a></td><td width="40%" align="right">&nbsp;<a accesskey="n" href="re03.html">Next</a></td></tr><tr><td width="40%" align="left" valign="top">Common headers&nbsp;</td><td width="20%" align="center"><a accesskey="h" href="index.html">Home</a></td><td width="40%" align="right" valign="top">&nbsp;Front-end</td></tr></table></div></body></html> \ No newline at end of file
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+<html><head>
+ <meta http-equiv="Content-Type" content="text/html; charset=ISO-8859-1">
+ <title>Front-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)"><link rel="up" href="pt02.html" title="Part&nbsp;II.&nbsp;Reference"><link rel="prev" href="re02.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">Front-end</th></tr><tr><td width="20%" align="left"><a accesskey="p" href="re02.html">Prev</a>&nbsp;</td><th width="60%" align="center">Part&nbsp;II.&nbsp;Reference</th><td width="20%" align="right">&nbsp;</td></tr></table><hr></div><div class="refentry" title="Front-end"><a name="d0e5410"></a><div class="titlepage"></div><div class="refnamediv"><h2>Name</h2><p>Front-end &#8212; The front-end headers</p></div><div class="refsect1" title="msm/front/common_states.hpp"><a name="d0e5416"></a><h2>msm/front/common_states.hpp</h2><p>This header contains the predefined types to serve as base for states or state machines:</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>default_base_state: non-polymorphic empty type.</p></li><li class="listitem"><p>polymorphic_state: type with a virtual destructor, which makes all
+ states polymorphic.</p></li></ul></div></div><div class="refsect1" title="msm/front/completion_event.hpp"><a name="d0e5428"></a><h2>msm/front/completion_event.hpp</h2><p>This header contains one type, <code class="code">none</code>. This type has several
+ meanings inside a transition table:</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>as action or guard: that there is no action or guard</p></li><li class="listitem"><p>as target state: that the transition is an internal
+ transition</p></li><li class="listitem"><p>as event: the transition is an anonymous (completion)
+ transition</p></li></ul></div></div><div class="refsect1" title="msm/front/functor_row.hpp"><a name="d0e5446"></a><h2>msm/front/functor_row.hpp</h2><p>This header implements the functor front-end's transitions and helpers.</p><div class="refsect2" title="Row"><a name="d0e5451"></a><h3>Row</h3><div class="refsect3" title="definition"><a name="d0e5454"></a><h4>definition</h4><pre class="classsynopsis"> <span class="ooclass"><span class="classname">template &lt;class Source,class Event,class Target,class
+ Action,class Guard&gt; Row</span></span>&nbsp;{<br>}</pre></div><div class="refsect3" title="tags"><a name="d0e5461"></a><h4>tags</h4><p>row_type_tag is defined differently for every specialization:</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>all 5 template parameters means a normal transition with
+ action and guard: <code class="code">typedef row_tag
+ row_type_tag;</code></p></li><li class="listitem"><p>Row&lt;Source,Event,Target,none,none&gt; a normal transition
+ without action or guard: <code class="code">typedef _row_tag
+ row_type_tag;</code></p></li><li class="listitem"><p>Row&lt;Source,Event,Target,Action,none&gt; a normal
+ transition without guard: <code class="code">typedef a_row_tag
+ row_type_tag;</code></p></li><li class="listitem"><p>Row&lt;Source,Event,Target,none,Guard&gt; a normal transition
+ without action: <code class="code">typedef g_row_tag
+ row_type_tag;</code></p></li><li class="listitem"><p>Row&lt;Source,Event,none,Action,none&gt; an internal
+ transition without guard: <code class="code">typedef a_irow_tag
+ row_type_tag;</code></p></li><li class="listitem"><p>Row&lt;Source,Event,none,none,Guard&gt; an internal
+ transition without action: <code class="code">typedef g_irow_tag
+ row_type_tag;</code></p></li><li class="listitem"><p>Row&lt;Source,Event,none,none,Guard&gt; an internal
+ transition with action and guard: <code class="code">typedef irow_tag
+ row_type_tag;</code></p></li><li class="listitem"><p>Row&lt;Source,Event,none,none,none&gt; an internal transition
+ without action or guard: <code class="code">typedef _irow_tag
+ row_type_tag;</code></p></li></ul></div></div><div class="refsect3" title="methods"><a name="d0e5507"></a><h4>methods</h4><p>Like any other front-end, Row implements the two necessary static
+ functions for action and guard call. Each function receives as parameter
+ the (deepest-level) state machine processsing the event, the event
+ itself, the source and target states and all the states contained in a
+ state machine.</p><div class="funcsynopsis"><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0" class="funcprototype-table"><tr><td><code class="funcdef">template &lt;class Fsm,class SourceState,class TargetState,
+ class AllStates&gt; static void action_call(</code></td><td><code>)</code>;</td><td>&nbsp;</td></tr></table><div class="paramdef-list"><code>
+ <code>(</code>Fsm&amp; fsm,Event const&amp;
+ evt,SourceState&amp;,TargetState,AllStates&amp;<code>)</code>
+ </code>;</div><div class="funcprototype-spacer">&nbsp;</div></div><div class="funcsynopsis"><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0" class="funcprototype-table"><tr><td><code class="funcdef">template &lt;class Fsm,class SourceState,class TargetState,
+ class AllStates&gt; static bool guard_call(</code></td><td><code>)</code>;</td><td>&nbsp;</td></tr></table><div class="paramdef-list"><code>
+ <code>(</code>Fsm&amp; fsm,Event const&amp;
+ evt,SourceState&amp;,TargetState,AllStates&amp;<code>)</code>
+ </code>;</div><div class="funcprototype-spacer">&nbsp;</div></div></div></div><div class="refsect2" title="Internal"><a name="d0e5530"></a><h3>Internal</h3><div class="refsect3" title="definition"><a name="d0e5533"></a><h4>definition</h4><pre class="classsynopsis"> <span class="ooclass"><span class="classname">template &lt;class Event,class Action,class Guard&gt;
+ Internal</span></span>&nbsp;{<br>}</pre></div><div class="refsect3" title="tags"><a name="d0e5540"></a><h4>tags</h4><p>row_type_tag is defined differently for every specialization:</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>all 3 template parameters means an internal transition
+ with action and guard: <code class="code">typedef sm_i_row_tag
+ row_type_tag;</code></p></li><li class="listitem"><p>Internal&lt;Event,none,none&gt; an internal transition
+ without action or guard: <code class="code">typedef sm__i_row_tag
+ row_type_tag;</code></p></li><li class="listitem"><p>Internal&lt;Event,Action,none&gt; an internal transition
+ without guard: <code class="code">typedef sm_a_i_row_tag
+ row_type_tag;</code></p></li><li class="listitem"><p>Internal&lt;Event,none,Guard&gt; an internal transition
+ without action: <code class="code">typedef sm_g_i_row_tag
+ row_type_tag;</code></p></li></ul></div></div><div class="refsect3" title="methods"><a name="d0e5566"></a><h4>methods</h4><p>Like any other front-end, Internal implements the two necessary static
+ functions for action and guard call. Each function receives as parameter
+ the (deepest-level) state machine processsing the event, the event
+ itself, the source and target states and all the states contained in a
+ state machine.</p><div class="funcsynopsis"><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0" class="funcprototype-table"><tr><td><code class="funcdef">template &lt;class Fsm,class SourceState,class TargetState,
+ class AllStates&gt; static void action_call(</code></td><td><code>)</code>;</td><td>&nbsp;</td></tr></table><div class="paramdef-list"><code>
+ <code>(</code>Fsm&amp; fsm,Event const&amp;
+ evt,SourceState&amp;,TargetState,AllStates&amp;<code>)</code>
+ </code>;</div><div class="funcprototype-spacer">&nbsp;</div></div><div class="funcsynopsis"><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0" class="funcprototype-table"><tr><td><code class="funcdef">template &lt;class Fsm,class SourceState,class TargetState,
+ class AllStates&gt; static bool guard_call(</code></td><td><code>)</code>;</td><td>&nbsp;</td></tr></table><div class="paramdef-list"><code>
+ <code>(</code>Fsm&amp; fsm,Event const&amp;
+ evt,SourceState&amp;,TargetState,AllStates&amp;<code>)</code>
+ </code>;</div><div class="funcprototype-spacer">&nbsp;</div></div></div></div><div class="refsect2" title="ActionSequence_"><a name="d0e5589"></a><h3>ActionSequence_</h3><p>This functor calls every element of the template Sequence (which are also
+ callable functors) in turn. It is also the underlying implementation of the
+ eUML sequence grammar (action1,action2,...).</p><div class="refsect3" title="definition"><a name="d0e5594"></a><h4>definition</h4><pre class="classsynopsis"> <span class="ooclass"><span class="classname">template &lt;class Sequence&gt; ActionSequence_</span></span>&nbsp;{<br>}</pre></div><div class="refsect3" title="methods"><a name="d0e5601"></a><h4>methods</h4><p>This helper functor is made for use in a transition table and in a
+ state behavior and therefore implements an operator() with 3 and with 4
+ arguments:</p><p>
+ </p><div class="funcsynopsis"><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0" class="funcprototype-table"><tr><td><code class="funcdef">template &lt;class Evt,class Fsm,class
+ SourceState,class TargetState&gt; operator()(</code></td><td><code>)</code>;</td><td>&nbsp;</td></tr></table><div class="paramdef-list"><code>Evt const&amp; ,Fsm&amp; ,SourceState&amp;
+ ,TargetState&amp; </code>;</div><div class="funcprototype-spacer">&nbsp;</div></div><p>
+ </p><p>
+ </p><div class="funcsynopsis"><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0" class="funcprototype-table"><tr><td><code class="funcdef">template &lt;class Evt,class Fsm,class State&gt;
+ operator()(</code></td><td><code>)</code>;</td><td>&nbsp;</td></tr></table><div class="paramdef-list"><code>Evt const&amp;, Fsm&amp;, State&amp;</code>;</div><div class="funcprototype-spacer">&nbsp;</div></div><p>
+ </p></div></div><div class="refsect2" title="Defer"><a name="d0e5624"></a><h3>Defer</h3><div class="refsect3" title="definition"><a name="d0e5627"></a><h4>definition</h4><pre class="classsynopsis"> <span class="ooclass"><span class="classname">Defer</span></span>&nbsp;{<br>}</pre></div><div class="refsect3" title="methods"><a name="d0e5634"></a><h4>methods</h4><p>This helper functor is made for use in a transition table and
+ therefore implements an operator() with 4 arguments:</p><div class="funcsynopsis"><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0" class="funcprototype-table"><tr><td><code class="funcdef">template &lt;class Evt,class Fsm,class SourceState,class
+ TargetState&gt; operator()(</code></td><td><code>)</code>;</td><td>&nbsp;</td></tr></table><div class="paramdef-list"><code>Evt const&amp;, Fsm&amp; , SourceState&amp;,
+ TargetState&amp;</code>;</div><div class="funcprototype-spacer">&nbsp;</div></div></div></div></div><div class="refsect1" title="msm/front/internal_row.hpp"><a name="d0e5645"></a><h2>msm/front/internal_row.hpp</h2><p>This header implements the internal transition rows for use inside an
+ internal_transition_table. All these row types have no source or target state,
+ as the backend will recognize internal transitions from this
+ internal_transition_table.</p><div class="refsect2" title="methods"><a name="d0e5650"></a><h3>methods</h3><p>Like any other front-end, the following transition row types implements
+ the two necessary static functions for action and guard call. Each function
+ receives as parameter the (deepest-level) state machine processsing the
+ event, the event itself, the source and target states and all the states
+ contained in a state machine.</p><div class="funcsynopsis"><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0" class="funcprototype-table"><tr><td><code class="funcdef">template &lt;class Fsm,class SourceState,class TargetState,
+ class AllStates&gt; static void action_call(</code></td><td><code>)</code>;</td><td>&nbsp;</td></tr></table><div class="paramdef-list"><code>
+ <code>(</code>Fsm&amp; fsm,Event const&amp;
+ evt,SourceState&amp;,TargetState,AllStates&amp;<code>)</code>
+ </code>;</div><div class="funcprototype-spacer">&nbsp;</div></div><div class="funcsynopsis"><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0" class="funcprototype-table"><tr><td><code class="funcdef">template &lt;class Fsm,class SourceState,class TargetState,
+ class AllStates&gt; static bool guard_call(</code></td><td><code>)</code>;</td><td>&nbsp;</td></tr></table><div class="paramdef-list"><code>
+ <code>(</code>Fsm&amp; fsm,Event const&amp;
+ evt,SourceState&amp;,TargetState,AllStates&amp;<code>)</code>
+ </code>;</div><div class="funcprototype-spacer">&nbsp;</div></div></div><div class="refsect2" title="a_internal"><a name="d0e5673"></a><h3>a_internal</h3><div class="refsect3" title="definition"><a name="d0e5676"></a><h4>definition</h4><p>This is an internal transition with an action called during the
+ transition.</p><pre class="classsynopsis"> <span class="ooclass"><span class="classname">template&lt; class Event, class CalledForAction, void
+ (CalledForAction::*action)(Event const&amp;)&gt;
+ a_internal</span></span>&nbsp;{<br>}</pre></div><div class="refsect3" title="template parameters"><a name="d0e5685"></a><h4>template parameters</h4><p>
+ </p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>Event: the event triggering the internal
+ transition.</p></li><li class="listitem"><p>CalledForAction: the type on which the action method will
+ be called. It can be either a state of the containing state
+ machine or the state machine itself.</p></li><li class="listitem"><p>action: a pointer to the method which CalledForAction
+ provides.</p></li></ul></div><p>
+ </p></div></div><div class="refsect2" title="g_internal"><a name="d0e5701"></a><h3>g_internal</h3><p>This is an internal transition with a guard called before the transition
+ and allowing the transition if returning true.</p><div class="refsect3" title="definition"><a name="d0e5706"></a><h4>definition</h4><pre class="classsynopsis"> <span class="ooclass"><span class="classname">template&lt; class Event, class CalledForGuard, bool
+ (CalledForGuard::*guard)(Event const&amp;)&gt;
+ g_internal</span></span>&nbsp;{<br>}</pre></div><div class="refsect3" title="template parameters"><a name="d0e5713"></a><h4>template parameters</h4><p>
+ </p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>Event: the event triggering the internal
+ transition.</p></li><li class="listitem"><p>CalledForGuard: the type on which the guard method will be
+ called. It can be either a state of the containing state
+ machine or the state machine itself.</p></li><li class="listitem"><p>guard: a pointer to the method which CalledForGuard
+ provides.</p></li></ul></div><p>
+ </p></div></div><div class="refsect2" title="internal"><a name="d0e5729"></a><h3>internal</h3><p>This is an internal transition with a guard called before the transition
+ and allowing the transition if returning true. It also calls an action
+ called during the transition.</p><div class="refsect3" title="definition"><a name="d0e5734"></a><h4>definition</h4><pre class="classsynopsis"> <span class="ooclass"><span class="classname">template&lt; class Event, class CalledForAction, void
+ (CalledForAction::*action)(Event const&amp;), class
+ CalledForGuard, bool (CalledForGuard::*guard)(Event const&amp;)&gt;
+ internal</span></span>&nbsp;{<br>}</pre></div><div class="refsect3" title="template parameters"><a name="d0e5741"></a><h4>template parameters</h4><p>
+ </p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>Event: the event triggering the internal transition</p></li><li class="listitem"><p>CalledForAction: the type on which the action method will
+ be called. It can be either a state of the containing state
+ machine or the state machine itself.</p></li><li class="listitem"><p>action: a pointer to the method which CalledForAction
+ provides.</p></li><li class="listitem"><p>CalledForGuard: the type on which the guard method will be
+ called. It can be either a state of the containing state
+ machine or the state machine itself.</p></li><li class="listitem"><p>guard: a pointer to the method which CalledForGuard
+ provides.</p></li></ul></div><p>
+ </p></div></div><div class="refsect2" title="_internal"><a name="d0e5763"></a><h3>_internal</h3><p>This is an internal transition without action or guard. This is equivalent
+ to an explicit "ignore event".</p><div class="refsect3" title="definition"><a name="d0e5768"></a><h4>definition</h4><pre class="classsynopsis"> <span class="ooclass"><span class="classname">template&lt; class Event &gt; _internal</span></span>&nbsp;{<br>}</pre></div><div class="refsect3" title="template parameters"><a name="d0e5775"></a><h4>template parameters</h4><p>
+ </p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>Event: the event triggering the internal
+ transition.</p></li></ul></div><p>
+ </p></div></div></div><div class="refsect1" title="msm/front/row2.hpp"><a name="d0e5785"></a><h2>msm/front/row2.hpp</h2><p>This header contains the variants of row2, which are an extension of the
+ standard row transitions for use in the transition table. They offer the
+ possibility to define action and guard not only in the state machine, but in any
+ state of the state machine. They can also be used in internal transition tables
+ through their irow2 variants.</p><div class="refsect2" title="methods"><a name="d0e5790"></a><h3>methods</h3><p>Like any other front-end, the following transition row types implements
+ the two necessary static functions for action and guard call. Each function
+ receives as parameter the (deepest-level) state machine processsing the
+ event, the event itself, the source and target states and all the states
+ contained in a state machine.</p><div class="funcsynopsis"><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0" class="funcprototype-table"><tr><td><code class="funcdef">template &lt;class Fsm,class SourceState,class TargetState,
+ class AllStates&gt; static void action_call(</code></td><td><code>)</code>;</td><td>&nbsp;</td></tr></table><div class="paramdef-list"><code>
+ <code>(</code>Fsm&amp; fsm,Event const&amp;
+ evt,SourceState&amp;,TargetState,AllStates&amp;<code>)</code>
+ </code>;</div><div class="funcprototype-spacer">&nbsp;</div></div><div class="funcsynopsis"><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0" class="funcprototype-table"><tr><td><code class="funcdef">template &lt;class Fsm,class SourceState,class TargetState,
+ class AllStates&gt; static bool guard_call(</code></td><td><code>)</code>;</td><td>&nbsp;</td></tr></table><div class="paramdef-list"><code>
+ <code>(</code>Fsm&amp; fsm,Event const&amp;
+ evt,SourceState&amp;,TargetState,AllStates&amp;<code>)</code>
+ </code>;</div><div class="funcprototype-spacer">&nbsp;</div></div></div><div class="refsect2" title="_row2"><a name="d0e5813"></a><h3>_row2</h3><p>This is a transition without action or guard. The state machine only
+ changes active state.</p><div class="refsect3" title="definition"><a name="d0e5818"></a><h4>definition</h4><pre class="classsynopsis"> <span class="ooclass"><span class="classname">template&lt; class Source, class Event, class Target &gt;
+ _row2</span></span>&nbsp;{<br>}</pre></div><div class="refsect3" title="template parameters"><a name="d0e5825"></a><h4>template parameters</h4><p>
+ </p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>Event: the event triggering the transition.</p></li><li class="listitem"><p>Source: the source state of the transition.</p></li><li class="listitem"><p>Target: the target state of the transition.</p></li></ul></div><p>
+ </p></div></div><div class="refsect2" title="a_row2"><a name="d0e5841"></a><h3>a_row2</h3><p>This is a transition with action and without guard.</p><div class="refsect3" title="definition"><a name="d0e5846"></a><h4>definition</h4><pre class="classsynopsis"> <span class="ooclass"><span class="classname">template&lt; class Source, class Event, class Target,
+ </span></span>&nbsp;{<br>}</pre><pre class="classsynopsis"> <span class="ooclass"><span class="classname">class CalledForAction, void
+ (CalledForAction::*action)(Event const&amp;) &gt; _row2</span></span>&nbsp;{<br>}</pre></div><div class="refsect3" title="template parameters"><a name="d0e5857"></a><h4>template parameters</h4><p>
+ </p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>Event: the event triggering the transition.</p></li><li class="listitem"><p>Source: the source state of the transition.</p></li><li class="listitem"><p>Target: the target state of the transition.</p></li><li class="listitem"><p>CalledForAction: the type on which the action method will
+ be called. It can be either a state of the containing state
+ machine or the state machine itself.</p></li><li class="listitem"><p>action: a pointer to the method which CalledForAction
+ provides.</p></li></ul></div><p>
+ </p></div></div><div class="refsect2" title="g_row2"><a name="d0e5879"></a><h3>g_row2</h3><p>This is a transition with guard and without action.</p><div class="refsect3" title="definition"><a name="d0e5884"></a><h4>definition</h4><pre class="classsynopsis"> <span class="ooclass"><span class="classname">template&lt; class Source, class Event, class Target,
+ </span></span>&nbsp;{<br>}</pre><pre class="classsynopsis"> <span class="ooclass"><span class="classname">class CalledForGuard, bool (CalledForGuard::*guard)(Event
+ const&amp;) &gt; _row2</span></span>&nbsp;{<br>}</pre></div><div class="refsect3" title="template parameters"><a name="d0e5895"></a><h4>template parameters</h4><p>
+ </p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>Event: the event triggering the transition.</p></li><li class="listitem"><p>Source: the source state of the transition.</p></li><li class="listitem"><p>Target: the target state of the transition.</p></li><li class="listitem"><p>CalledForGuard: the type on which the guard method will be
+ called. It can be either a state of the containing state
+ machine or the state machine itself.</p></li><li class="listitem"><p>guard: a pointer to the method which CalledForGuard
+ provides.</p></li></ul></div><p>
+ </p></div></div><div class="refsect2" title="row2"><a name="d0e5917"></a><h3>row2</h3><p>This is a transition with guard and action.</p><div class="refsect3" title="definition"><a name="d0e5922"></a><h4>definition</h4><pre class="classsynopsis"> <span class="ooclass"><span class="classname">template&lt; class Source, class Event, class Target,
+ </span></span>&nbsp;{<br>}</pre><pre class="classsynopsis"> <span class="ooclass"><span class="classname">class CalledForAction, void
+ (CalledForAction::*action)(Event const&amp;), </span></span>&nbsp;{<br>}</pre><pre class="classsynopsis"> <span class="ooclass"><span class="classname">class CalledForGuard, bool (CalledForGuard::*guard)(Event
+ const&amp;) &gt; _row2</span></span>&nbsp;{<br>}</pre></div><div class="refsect3" title="template parameters"><a name="d0e5937"></a><h4>template parameters</h4><p>
+ </p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>Event: the event triggering the transition.</p></li><li class="listitem"><p>Source: the source state of the transition.</p></li><li class="listitem"><p>Target: the target state of the transition.</p></li><li class="listitem"><p>CalledForAction: the type on which the action method will
+ be called. It can be either a state of the containing state
+ machine or the state machine itself.</p></li><li class="listitem"><p>action: a pointer to the method which CalledForAction
+ provides.</p></li><li class="listitem"><p>CalledForGuard: the type on which the guard method will be
+ called. It can be either a state of the containing state
+ machine or the state machine itself.</p></li><li class="listitem"><p>guard: a pointer to the method which CalledForGuard
+ provides.</p></li></ul></div><p>
+ </p></div></div><div class="refsect2" title="a_irow2"><a name="d0e5965"></a><h3>a_irow2</h3><p>This is an internal transition for use inside a transition table, with
+ action and without guard.</p><div class="refsect3" title="definition"><a name="d0e5970"></a><h4>definition</h4><pre class="classsynopsis"> <span class="ooclass"><span class="classname">template&lt; class Source, class Event, </span></span>&nbsp;{<br>}</pre><pre class="classsynopsis"> <span class="ooclass"><span class="classname">class CalledForAction, void
+ (CalledForAction::*action)(Event const&amp;) &gt; _row2</span></span>&nbsp;{<br>}</pre></div><div class="refsect3" title="template parameters"><a name="d0e5981"></a><h4>template parameters</h4><p>
+ </p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>Event: the event triggering the transition.</p></li><li class="listitem"><p>Source: the source state of the transition.</p></li><li class="listitem"><p>CalledForAction: the type on which the action method will
+ be called. It can be either a state of the containing state
+ machine or the state machine itself.</p></li><li class="listitem"><p>action: a pointer to the method which CalledForAction
+ provides.</p></li></ul></div><p>
+ </p></div></div><div class="refsect2" title="g_irow2"><a name="d0e6000"></a><h3>g_irow2</h3><p>This is an internal transition for use inside a transition table, with
+ guard and without action.</p><div class="refsect3" title="definition"><a name="d0e6005"></a><h4>definition</h4><pre class="classsynopsis"> <span class="ooclass"><span class="classname">template&lt; class Source, class Event, </span></span>&nbsp;{<br>}</pre><pre class="classsynopsis"> <span class="ooclass"><span class="classname">class CalledForGuard, bool (CalledForGuard::*guard)(Event
+ const&amp;) &gt; _row2</span></span>&nbsp;{<br>}</pre></div><div class="refsect3" title="template parameters"><a name="d0e6016"></a><h4>template parameters</h4><p>
+ </p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>Event: the event triggering the transition.</p></li><li class="listitem"><p>Source: the source state of the transition.</p></li><li class="listitem"><p>CalledForGuard: the type on which the guard method will be
+ called. It can be either a state of the containing state
+ machine or the state machine itself.</p></li><li class="listitem"><p>guard: a pointer to the method which CalledForGuard
+ provides.</p></li></ul></div><p>
+ </p></div></div><div class="refsect2" title="irow2"><a name="d0e6035"></a><h3>irow2</h3><p>This is an internal transition for use inside a transition table, with
+ guard and action.</p><div class="refsect3" title="definition"><a name="d0e6040"></a><h4>definition</h4><pre class="classsynopsis"> <span class="ooclass"><span class="classname">template&lt; class Source, class Event, </span></span>&nbsp;{<br>}</pre><pre class="classsynopsis"> <span class="ooclass"><span class="classname">class CalledForAction, void
+ (CalledForAction::*action)(Event const&amp;), </span></span>&nbsp;{<br>}</pre><pre class="classsynopsis"> <span class="ooclass"><span class="classname">class CalledForGuard, bool (CalledForGuard::*guard)(Event
+ const&amp;) &gt; _row2</span></span>&nbsp;{<br>}</pre></div><div class="refsect3" title="template parameters"><a name="d0e6055"></a><h4>template parameters</h4><p>
+ </p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>Event: the event triggering the transition.</p></li><li class="listitem"><p>Source: the source state of the transition.</p></li><li class="listitem"><p>CalledForAction: the type on which the action method will
+ be called. It can be either a state of the containing state
+ machine or the state machine itself.</p></li><li class="listitem"><p>action: a pointer to the method which CalledForAction
+ provides.</p></li><li class="listitem"><p>CalledForGuard: the type on which the guard method will be
+ called. It can be either a state of the containing state
+ machine or the state machine itself.</p></li><li class="listitem"><p>guard: a pointer to the method which CalledForGuard
+ provides.</p></li></ul></div><p>
+ </p></div></div></div><div class="refsect1" title="msm/front/state_machine_def.hpp"><a name="d0e6080"></a><h2>msm/front/state_machine_def.hpp</h2><p>This header provides the implementation of the <span class="command"><strong><a class="command" href="ch03s02.html#basic-front-end">basic front-end</a></strong></span>. It contains one
+ type, <code class="code">state_machine_def</code></p><div class="refsect2" title="state_machine_def definition"><a name="d0e6090"></a><h3>state_machine_def definition</h3><p>This type is the basic class for a basic (or possibly any other)
+ front-end. It provides the standard row types (which includes internal
+ transitions) and a default implementation of the required methods and
+ typedefs.</p><pre class="classsynopsis"> <span class="ooclass"><span class="classname">template &lt;class Derived,class BaseState =
+ default_base_state&gt; state_machine_def</span></span>&nbsp;{<br>}</pre><div class="refsect3" title="typedefs"><a name="d0e6099"></a><h4>typedefs</h4><p>
+ </p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>flag_list: by default, no flag is set in the state
+ machine</p></li><li class="listitem"><p>deferred_events: by default, no event is deferred.</p></li><li class="listitem"><p>configuration: by default, no configuration customization
+ is done.</p></li></ul></div><p>
+ </p></div><div class="refsect3" title="row methods"><a name="d0e6115"></a><h4>row methods</h4><p>Like any other front-end, the following transition row types
+ implements the two necessary static functions for action and guard call.
+ Each function receives as parameter the (deepest-level) state machine
+ processsing the event, the event itself, the source and target states
+ and all the states contained in a state machine (ignored).</p><div class="funcsynopsis"><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0" class="funcprototype-table"><tr><td><code class="funcdef">template &lt;class Fsm,class SourceState,class TargetState,
+ class AllStates&gt; static void action_call(</code></td><td><code>)</code>;</td><td>&nbsp;</td></tr></table><div class="paramdef-list"><code>
+ <code>(</code>Fsm&amp; fsm,Event const&amp;
+ evt,SourceState&amp;,TargetState,AllStates&amp;<code>)</code>
+ </code>;</div><div class="funcprototype-spacer">&nbsp;</div></div><div class="funcsynopsis"><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0" class="funcprototype-table"><tr><td><code class="funcdef">template &lt;class Fsm,class SourceState,class TargetState,
+ class AllStates&gt; static bool guard_call(</code></td><td><code>)</code>;</td><td>&nbsp;</td></tr></table><div class="paramdef-list"><code>
+ <code>(</code>Fsm&amp; fsm,Event const&amp;
+ evt,SourceState&amp;,TargetState,AllStates&amp;<code>)</code>
+ </code>;</div><div class="funcprototype-spacer">&nbsp;</div></div></div><div class="refsect3" title="a_row"><a name="d0e6138"></a><h4>a_row</h4><p>This is a transition with action and without guard.</p><p><code class="classname">template&lt; class Source, class Event, class Target,
+ void (Derived::*action)(Event const&amp;) &gt; a_row</code></p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>Event: the event triggering the transition.</p></li><li class="listitem"><p>Source: the source state of the transition.</p></li><li class="listitem"><p>Target: the target state of the transition.</p></li><li class="listitem"><p>action: a pointer to the method provided by the concrete
+ front-end (represented by <code class="code">Derived</code>).</p></li></ul></div></div><div class="refsect3" title="g_row"><a name="d0e6163"></a><h4>g_row</h4><p>This is a transition with guard and without action.</p><p><code class="classname">template&lt; class Source, class Event, class Target,
+ bool (Derived::*guard)(Event const&amp;) &gt; g_row</code></p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>Event: the event triggering the transition.</p></li><li class="listitem"><p>Source: the source state of the transition.</p></li><li class="listitem"><p>Target: the target state of the transition.</p></li><li class="listitem"><p>guard: a pointer to the method provided by the concrete
+ front-end (represented by <code class="code">Derived</code>).</p></li></ul></div></div><div class="refsect3" title="row"><a name="d0e6188"></a><h4>row</h4><p>This is a transition with guard and action.</p><p><code class="classname">template&lt; class Source, class Event, class Target,
+ void (Derived::*action)(Event const&amp;), bool
+ (Derived::*guard)(Event const&amp;) &gt; row</code></p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>Event: the event triggering the transition.</p></li><li class="listitem"><p>Source: the source state of the transition.</p></li><li class="listitem"><p>Target: the target state of the transition.</p></li><li class="listitem"><p>action: a pointer to the method provided by the concrete
+ front-end (represented by <code class="code">Derived</code>).</p></li><li class="listitem"><p>guard: a pointer to the method provided by the concrete
+ front-end (represented by <code class="code">Derived</code>).</p></li></ul></div></div><div class="refsect3" title="_row"><a name="d0e6219"></a><h4>_row</h4><p>This is a transition without action or guard. The state machine only
+ changes active state.</p><p><code class="classname">template&lt; class Source, class Event, class Target &gt;
+ _row</code></p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>Event: the event triggering the transition.</p></li><li class="listitem"><p>Source: the source state of the transition.</p></li><li class="listitem"><p>Target: the target state of the transition.</p></li></ul></div></div><div class="refsect3" title="a_irow"><a name="d0e6238"></a><h4>a_irow</h4><p>This is an internal transition for use inside a transition table, with
+ action and without guard.</p><p><code class="classname">template&lt; class Source, class Event, void
+ (Derived::*action)(Event const&amp;) &gt; a_irow</code></p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>Event: the event triggering the transition.</p></li><li class="listitem"><p>Source: the source state of the transition.</p></li><li class="listitem"><p>action: a pointer to the method provided by the concrete
+ front-end (represented by <code class="code">Derived</code>).</p></li></ul></div></div><div class="refsect3" title="g_irow"><a name="d0e6260"></a><h4>g_irow</h4><p>This is an internal transition for use inside a transition table, with
+ guard and without action.</p><p><code class="classname">template&lt; class Source, class Event, bool
+ (Derived::*guard)(Event const&amp;) &gt; g_irow</code></p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>Event: the event triggering the transition.</p></li><li class="listitem"><p>Source: the source state of the transition.</p></li><li class="listitem"><p>guard: a pointer to the method provided by the concrete
+ front-end (represented by <code class="code">Derived</code>).</p></li></ul></div></div><div class="refsect3" title="irow"><a name="d0e6282"></a><h4>irow</h4><p>This is an internal transition for use inside a transition table, with
+ guard and action.</p><p><code class="classname">template&lt; class Source, class Event, void
+ (Derived::*action)(Event const&amp;), bool
+ (Derived::*guard)(Event const&amp;) &gt; irow</code></p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>Event: the event triggering the transition.</p></li><li class="listitem"><p>Source: the source state of the transition.</p></li><li class="listitem"><p>action: a pointer to the method provided by the concrete
+ front-end (represented by <code class="code">Derived</code>).</p></li><li class="listitem"><p>guard: a pointer to the method provided by the concrete
+ front-end (represented by <code class="code">Derived</code>).</p></li></ul></div></div><div class="refsect3" title="_irow"><a name="d0e6310"></a><h4>_irow</h4><p>This is an internal transition without action or guard. As it does
+ nothing, it means "ignore event".</p><p><code class="classname">template&lt; class Source, class Event &gt;
+ _irow</code></p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>Event: the event triggering the transition.</p></li><li class="listitem"><p>Source: the source state of the transition.</p></li></ul></div></div><div class="refsect3" title="methods"><a name="d0e6326"></a><h4>methods</h4><p><code class="code">state_machine_def</code> provides a default implementation in
+ case of an event which cannot be processed by a state machine (no
+ transition found). The implementation is using a
+ <code class="code">BOOST_ASSERT</code> so that the error will only be noticed in
+ debug mode. Overwrite this method in your implementation to change the
+ behavior.</p><p>
+ </p><div class="funcsynopsis"><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0" class="funcprototype-table"><tr><td><code class="funcdef">template &lt;class Fsm,class Event&gt; static void
+ no_transition(</code></td><td><code>)</code>;</td><td>&nbsp;</td></tr></table><div class="paramdef-list"><code>
+ <code>(</code>Event const&amp; ,Fsm&amp;, int
+ state<code>)</code>
+ </code>;</div><div class="funcprototype-spacer">&nbsp;</div></div><p>
+ </p><p><code class="code">state_machine_def</code> provides a default implementation in
+ case an exception is thrown by a state (entry/exit) or transition
+ (action/guard) behavior. The implementation is using a
+ <code class="code">BOOST_ASSERT</code> so that the error will only be noticed in
+ debug mode. Overwrite this method in your implementation to change the
+ behavior. This method will be called only if exception handling is not
+ deactivated (default) by defining
+ <code class="code">has_no_message_queue</code>.</p><p>
+ </p><div class="funcsynopsis"><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0" class="funcprototype-table"><tr><td><code class="funcdef">template &lt;class Fsm,class Event&gt; static void
+ exception_caught(</code></td><td><code>)</code>;</td><td>&nbsp;</td></tr></table><div class="paramdef-list"><code>
+ <code>(</code>Event const&amp; ,Fsm&amp;,
+ std::exception&amp;<code>)</code>
+ </code>;</div><div class="funcprototype-spacer">&nbsp;</div></div><p>
+ </p></div></div></div><div class="refsect1" title="msm/front/states.hpp"><a name="d0e6370"></a><h2>msm/front/states.hpp </h2><p>This header provides the different states (except state machines) for the
+ basic front-end (or mixed with other front-ends).</p><div class="refsect2" title="types"><a name="d0e6375"></a><h3>types</h3><p>This header provides the following types:</p><div class="refsect3" title="no_sm_ptr"><a name="d0e6380"></a><h4>no_sm_ptr</h4><p>deprecated: default policy for states. It means that states do not
+ need to save a pointer to their containing state machine.</p></div><div class="refsect3" title="sm_ptr"><a name="d0e6385"></a><h4>sm_ptr</h4><p>deprecated: state policy. It means that states need to save a pointer
+ to their containing state machine. When seeing this flag, the back-end
+ will call set_sm_ptr(fsm*) and give itself as argument.</p></div><div class="refsect3" title="state"><a name="d0e6390"></a><h4>state</h4><p>Basic type for simple states. Inherit from this type to define a
+ simple state. The first argument is needed if you want your state (and
+ all others used in a concrete state machine) to inherit a basic type for
+ logging or providing a common behavior.</p><pre class="classsynopsis"> <span class="ooclass"><span class="classname">template&lt;class Base = default_base_state,class
+ SMPtrPolicy = no_sm_ptr&gt; state</span></span>&nbsp;{<br>}</pre></div><div class="refsect3" title="terminate_state"><a name="d0e6399"></a><h4>terminate_state</h4><p>Basic type for terminate states. Inherit from this type to define a
+ terminate state. The first argument is needed if you want your state
+ (and all others used in a concrete state machine) to inherit a basic
+ type for logging or providing a common behavior.</p><pre class="classsynopsis"> <span class="ooclass"><span class="classname">template&lt;class Base = default_base_state,class
+ SMPtrPolicy = no_sm_ptr&gt; terminate_state</span></span>&nbsp;{<br>}</pre></div><div class="refsect3" title="interrupt_state"><a name="d0e6408"></a><h4>interrupt_state</h4><p>Basic type for interrupt states. Interrupt states prevent any further
+ event handling until EndInterruptEvent is sent. Inherit from this type
+ to define a terminate state. The first argument is the name of the event
+ ending the interrupt. The second argument is needed if you want your
+ state (and all others used in a concrete state machine) to inherit a
+ basic type for logging or providing a common behavior.</p><pre class="classsynopsis"> <span class="ooclass"><span class="classname">template&lt;class EndInterruptEvent,class Base =
+ default_base_state,</span></span>&nbsp;{<br>}</pre><pre class="classsynopsis"> <span class="ooclass"><span class="classname">class SMPtrPolicy = no_sm_ptr&gt;
+ interrupt_state</span></span>&nbsp;{<br>}</pre></div><div class="refsect3" title="explicit_entry"><a name="d0e6421"></a><h4>explicit_entry</h4><p>Inherit from this type <span class="underline">in
+ addition</span> to the desired state type to enable this state
+ for direct entering. The template parameter gives the region id of the
+ state (regions are numbered in the order of the
+ <code class="code">initial_state</code> typedef).</p><pre class="classsynopsis"> <span class="ooclass"><span class="classname">template &lt;int ZoneIndex=-1&gt; explicit_entry</span></span>&nbsp;{<br>}</pre></div><div class="refsect3" title="entry_pseudo_state"><a name="d0e6436"></a><h4>entry_pseudo_state</h4><p>Basic type for entry pseudo states. Entry pseudo states are an
+ predefined entry into a submachine and connect two transitions. The
+ first argument is the id of the region entered by this state (regions
+ are numbered in the order of the <code class="code">initial_state</code> typedef).
+ The second argument is needed if you want your state (and all others
+ used in a concrete state machine) to inherit a basic type for logging or
+ providing a common behavior.</p><pre class="classsynopsis"> <span class="ooclass"><span class="classname">template&lt;int RegionIndex=-1,class Base =
+ default_base_state,</span></span>&nbsp;{<br>}</pre><pre class="classsynopsis"> <span class="ooclass"><span class="classname">class SMPtrPolicy = no_sm_ptr&gt;
+ entry_pseudo_state</span></span>&nbsp;{<br>}</pre></div><div class="refsect3" title="exit_pseudo_state"><a name="d0e6452"></a><h4>exit_pseudo_state</h4><p>Basic type for exit pseudo states. Exit pseudo states are an
+ predefined exit from a submachine and connect two transitions. The first
+ argument is the name of the event which will be "thrown" out of the exit
+ point. This event does not need to be the same as the one sent by the
+ inner region but must be convertible from it. The second argument is
+ needed if you want your state (and all others used in a concrete state
+ machine) to inherit a basic type for logging or providing a common
+ behavior.</p><pre class="classsynopsis"> <span class="ooclass"><span class="classname">template&lt;class Event,class Base =
+ default_base_state,</span></span>&nbsp;{<br>}</pre><pre class="classsynopsis"> <span class="ooclass"><span class="classname">class SMPtrPolicy = no_sm_ptr&gt;
+ exit_pseudo_state</span></span>&nbsp;{<br>}</pre></div></div></div><div class="refsect1" title="msm/front/euml/euml.hpp"><a name="d0e6465"></a><h2>msm/front/euml/euml.hpp</h2><p>This header includes all of eUML except the STL functors.</p></div><div class="refsect1" title="msm/front/euml/stl.hpp"><a name="d0e6470"></a><h2>msm/front/euml/stl.hpp</h2><p>This header includes all the functors for STL support in eUML. These <span class="command"><strong><a class="command" href="ch10.html#eUML-STL-all">tables</a></strong></span> show a full description.</p></div><div class="refsect1" title="msm/front/euml/algorithm.hpp"><a name="d0e6478"></a><h2>msm/front/euml/algorithm.hpp</h2><p>This header includes all the functors for STL algorithms support in eUML.
+ These <span class="command"><strong><a class="command" href="ch10.html#eUML-STL-all">tables</a></strong></span> show a full
+ description.</p></div><div class="refsect1" title="msm/front/euml/iteration.hpp"><a name="d0e6486"></a><h2>msm/front/euml/iteration.hpp</h2><p>This header includes iteration functors for STL support in eUML. This <span class="command"><strong><a class="command" href="ch10.html#eUML-STL-iteration">tables</a></strong></span> shows a full
+ description.</p></div><div class="refsect1" title="msm/front/euml/querying.hpp"><a name="d0e6494"></a><h2>msm/front/euml/querying.hpp</h2><p>This header includes querying functors for STL support in eUML. This <span class="command"><strong><a class="command" href="ch10.html#eUML-STL-querying">tables</a></strong></span> shows a full
+ description.</p></div><div class="refsect1" title="msm/front/euml/transformation.hpp"><a name="d0e6502"></a><h2>msm/front/euml/transformation.hpp</h2><p>This header includes transformation functors for STL support in eUML. This
+ <span class="command"><strong><a class="command" href="ch10.html#eUML-STL-transformation">tables</a></strong></span> shows a full
+ description.</p></div><div class="refsect1" title="msm/front/euml/container.hpp"><a name="d0e6510"></a><h2>msm/front/euml/container.hpp</h2><p>This header includes container functors for STL support in eUML (functors
+ calling container methods). This <span class="command"><strong><a class="command" href="ch10.html#eUML-STL-container">tables</a></strong></span> shows a full description. It also provides npos for
+ strings.</p><div class="refsect2" title="Npos_<container type&gt;"><a name="d0e6518"></a><h3>Npos_&lt;container type&gt;</h3><p>Functor returning npos for transition or state behaviors. Like all
+ constants, only the functor form exists, so parenthesis are necessary.
+ Example:</p><p><code class="code">string_find_(event_(m_song),Char_&lt;'S'&gt;(),Size_t_&lt;0&gt;()) !=
+ Npos_&lt;string&gt;() // compare result of string::find with
+ npos</code></p></div></div><div class="refsect1" title="msm/front/euml/stt_grammar.hpp"><a name="d0e6526"></a><h2>msm/front/euml/stt_grammar.hpp</h2><p>This header provides the transition table grammars. This includes internal
+ transition tables.</p><div class="refsect2" title="functions"><a name="d0e6531"></a><h3>functions</h3><div class="refsect3" title="build_stt"><a name="d0e6534"></a><h4>build_stt</h4><p>The function build_stt evaluates the grammar-conform expression as
+ parameter. It returns a transition table, which is a mpl::vector of
+ transitions (rows) or, if the expression is ill-formed (does not match
+ the grammar), the type <code class="code">invalid_type</code>, which will lead to a
+ compile-time static assertion when this transition table is passed to a
+ state machine. </p><div class="funcsynopsis"><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0" class="funcprototype-table"><tr><td><code class="funcdef">template&lt;class Expr&gt; [mpl::vector&lt;...&gt; /
+ msm::front::euml::invalid_type] build_stt(</code></td><td><code>)</code>;</td><td>&nbsp;</td></tr></table><div class="paramdef-list"><code>Expr const&amp; expr</code>;</div><div class="funcprototype-spacer">&nbsp;</div></div></div><div class="refsect3" title="build_internal_stt"><a name="d0e6548"></a><h4>build_internal_stt</h4><p>The function build_internal_stt evaluates the grammar-conform
+ expression as parameter. It returns a transition table, which is a
+ mpl::vector of transitions (rows) or, if the expression is ill-formed
+ (does not match the grammar), the type <code class="code">invalid_type</code>, which
+ will lead to a compile-time static assertion when this transition table
+ is passed to a state machine. </p><div class="funcsynopsis"><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0" class="funcprototype-table"><tr><td><code class="funcdef">template&lt;class Expr&gt; [mpl::vector&lt;...&gt; /
+ msm::front::euml::invalid_type] build_internal_stt(</code></td><td><code>)</code>;</td><td>&nbsp;</td></tr></table><div class="paramdef-list"><code>Expr const&amp; expr</code>;</div><div class="funcprototype-spacer">&nbsp;</div></div></div></div><div class="refsect2" title="grammars"><a name="d0e6562"></a><h3>grammars</h3><div class="refsect3" title="transition table"><a name="d0e6565"></a><h4><span class="command"><strong><a name="reference-stt-grammar"></a>transition
+ table</strong></span></h4><p>The transition table accepts the following grammar:</p><pre class="programlisting">Stt := Row | (Stt ',' Stt)
+Row := (Target '==' (SourcePlusEvent)) /* first syntax*/
+ | ( (SourcePlusEvent) '==' Target ) /* second syntax*/
+ | (SourcePlusEvent) /* internal transitions */
+SourcePlusEvent := (BuildSource '+' BuildEvent)/* standard transition*/
+ | (BuildSource) /* anonymous transition */
+BuildSource := state_tag | (state_tag '/' Action) | (state_tag '[' Guard ']')
+ | (state_tag '[' Guard ']' '/' Action)
+BuildEvent := event_tag | (event_tag '/' Action) | (event_tag '[' Guard ']')
+ | (event_tag '[' Guard ']' '/' Action)</pre><p>The grammars Action and Guard are defined in state_grammar.hpp and
+ guard_grammar.hpp respectively. state_tag and event_tag are inherited
+ from euml_state (or other state variants) and euml_event respectively.
+ For example, following declarations are possible:</p><pre class="programlisting">target == source + event [guard] / action,
+source + event [guard] / action == target,
+source + event [guard] / (action1,action2) == target,
+target == source + event [guard] / (action1,action2),
+target == source + event,
+source + event == target,
+target == source + event [guard],
+source + event [guard] == target,
+target == source + event / action,
+source + event /action == target,
+source / action == target, /*anonymous transition*/
+target == source / action, /*anonymous transition*/
+source + event /action, /* internal transition*/</pre></div><div class="refsect3" title="internal transition table"><a name="d0e6577"></a><h4>internal transition table</h4><p>The internal transition table accepts the following grammar:</p><pre class="programlisting">IStt := BuildEvent | (IStt ',' IStt)</pre><p>BuildEvent being defined for both internal and standard transition
+ tables.</p></div></div></div><div class="refsect1" title="msm/front/euml/guard_grammar.hpp"><a name="d0e6586"></a><h2>msm/front/euml/guard_grammar.hpp</h2><p>This header contains the <code class="code">Guard</code> grammar used in the previous
+ section. This grammar is long but pretty simple:</p><pre class="programlisting">Guard := action_tag | (Guard '&amp;&amp;' Guard)
+ | (Guard '||' Guard) | ... /* operators*/
+ | (if_then_else_(Guard,Guard,Guard)) | (function (Action,...Action))</pre><p>Most C++ operators are supported (address-of is not). With
+ <code class="code">function</code> is meant any eUML predefined function or any self-made
+ (using <code class="code">MSM_EUML_METHOD</code> or <code class="code">MSM_EUML_FUNCTION</code>). Action
+ is a grammar defined in state_grammar.hpp.</p></div><div class="refsect1" title="msm/front/euml/state_grammar.hpp"><a name="d0e6607"></a><h2>msm/front/euml/state_grammar.hpp</h2><p>This header provides the grammar for actions and the different grammars and
+ functions to build states using eUML.</p><div class="refsect2" title="action grammar"><a name="d0e6612"></a><h3>action grammar</h3><p>Like the guard grammar, this grammar supports relevant C++ operators and
+ eUML functions:</p><pre class="programlisting">Action := action_tag | (Action '+' Action)
+ | ('--' Action) | ... /* operators*/
+ | if_then_else_(Guard,Action,Action) | if_then_(Action)
+ | while_(Guard,Action)
+ | do_while_(Guard,Action) | for_(Action,Guard,Action,Action)
+ | (function(Action,...Action))
+ActionSequence := Action | (Action ',' Action)</pre><p>Relevant operators are: ++ (post/pre), -- (post/pre), dereferencing, +
+ (unary/binary), - (unary/binary), *, /, %, &amp;(bitwise), | (bitwise),
+ ^(bitwise), +=, -=, *=, /=, %=, &lt;&lt;=, &gt;&gt;=, &lt;&lt;, &gt;&gt;, =, [].</p></div><div class="refsect2" title="attributes"><a name="d0e6621"></a><h3>attributes</h3><p>This grammar is used to add attributes to states (or state machines) or
+ events: It evaluates to a fusion::map. You can use two forms:</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p><code class="code">attributes_ &lt;&lt; no_attributes_</code></p></li><li class="listitem"><p><code class="code">attributes_ &lt;&lt; attribute_1 &lt;&lt; ... &lt;&lt;
+ attribute_n</code></p></li></ul></div><p>Attributes can be of any default-constructible type (fusion
+ requirement).</p></div><div class="refsect2" title="configure"><a name="d0e6637"></a><h3>configure</h3><p>This grammar also has two forms:</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p><code class="code">configure_ &lt;&lt; no_configure_</code></p></li><li class="listitem"><p><code class="code">configure_ &lt;&lt; type_1 &lt;&lt; ... &lt;&lt;
+ type_n</code></p></li></ul></div><p>This grammar is used to create inside one syntax:</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>flags: <code class="code">configure_ &lt;&lt; some_flag</code> where
+ some_flag inherits from <code class="code">euml_flag&lt;some_flag&gt;</code> or
+ is defined using BOOST_MSM_EUML_FLAG.</p></li><li class="listitem"><p>deferred events: <code class="code">configure_ &lt;&lt; some_event</code>
+ where some_event inherits from
+ <code class="code">euml_event&lt;some_event&gt;</code> or is defined using
+ BOOST_MSM_EUML_EVENT or
+ BOOST_MSM_EUML_EVENT_WITH_ATTRIBUTES.</p></li><li class="listitem"><p>configuration (message queue, manual deferring, exception
+ handling): <code class="code">configure_ &lt;&lt; some_config</code> where
+ some_config inherits from
+ <code class="code">euml_config&lt;some_config&gt;</code>. At the moment,
+ three predefined objects exist (in msm//front/euml/common.hpp):</p><div class="itemizedlist"><ul class="itemizedlist" type="circle"><li class="listitem"><p>no_exception: disable catching exceptions</p></li><li class="listitem"><p>no_msg_queue: disable message queue</p></li><li class="listitem"><p>deferred_events: manually enable handling of
+ deferred events</p></li></ul></div></li></ul></div></div><div class="refsect2" title="initial states"><a name="d0e6691"></a><h3>initial states</h3><p>The grammar to define initial states for a state machine is: <code class="code">init_
+ &lt;&lt; state_1 &lt;&lt; ... &lt;&lt; state_n</code> where
+ state_1...state_n inherit from euml_state or is defined using
+ BOOST_MSM_EUML_STATE, BOOST_MSM_EUML_INTERRUPT_STATE,
+ BOOST_MSM_EUML_TERMINATE_STATE, BOOST_MSM_EUML_EXPLICIT_ENTRY_STATE,
+ BOOST_MSM_EUML_ENTRY_STATE or BOOST_MSM_EUML_EXIT_STATE.</p></div><div class="refsect2" title="functions"><a name="d0e6699"></a><h3>functions</h3><div class="refsect3" title="build_sm"><a name="d0e6702"></a><h4>build_sm</h4><p>This function has several overloads. The return type is not relevant
+ to you as only decltype (return type) is what one needs.</p><p>Defines a state machine without entry or exit:</p><div class="funcsynopsis"><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0" class="funcprototype-table"><tr><td><code class="funcdef">template &lt;class StateNameTag,class Stt,class Init&gt;
+ func_state_machine&lt;...&gt; build_sm(</code></td><td><code>)</code>;</td><td>&nbsp;</td></tr></table><div class="paramdef-list"><code>Stt ,Init</code>;</div><div class="funcprototype-spacer">&nbsp;</div></div><p>Defines a state machine with entry behavior:</p><div class="funcsynopsis"><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0" class="funcprototype-table"><tr><td><code class="funcdef">template &lt;class StateNameTag,class Stt,class Init,class
+ Expr1&gt; func_state_machine&lt;...&gt; build_sm(</code></td><td><code>)</code>;</td><td>&nbsp;</td></tr></table><div class="paramdef-list"><code>Stt ,Init,Expr1 const&amp;</code>;</div><div class="funcprototype-spacer">&nbsp;</div></div><p>Defines a state machine with entry and exit behaviors:</p><div class="funcsynopsis"><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0" class="funcprototype-table"><tr><td><code class="funcdef">template &lt;class StateNameTag,class Stt,class Init,class
+ Expr1, class Expr2&gt; func_state_machine&lt;...&gt;
+ build_sm(</code></td><td><code>)</code>;</td><td>&nbsp;</td></tr></table><div class="paramdef-list"><code>Stt ,Init,Expr1 const&amp;,Expr2 const&amp;</code>;</div><div class="funcprototype-spacer">&nbsp;</div></div><p>Defines a state machine with entry, exit behaviors and
+ attributes:</p><div class="funcsynopsis"><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0" class="funcprototype-table"><tr><td><code class="funcdef">template &lt;class StateNameTag,class Stt,class Init,class
+ Expr1, class Expr2, class Attributes&gt; func_state_machine&lt;...&gt;
+ build_sm(</code></td><td><code>)</code>;</td><td>&nbsp;</td></tr></table><div class="paramdef-list"><code>Stt ,Init,Expr1 const&amp;, Expr2 const&amp;, Attributes
+ const&amp;</code>;</div><div class="funcprototype-spacer">&nbsp;</div></div><p>Defines a state machine with entry, exit behaviors, attributes and
+ configuration (deferred events, flags):</p><div class="funcsynopsis"><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0" class="funcprototype-table"><tr><td><code class="funcdef">template &lt;class StateNameTag,class Stt,class Init,class
+ Expr1, class Expr2, class Attributes, class Configure&gt;
+ func_state_machine&lt;...&gt; build_sm(</code></td><td><code>)</code>;</td><td>&nbsp;</td></tr></table><div class="paramdef-list"><code>Stt ,Init,Expr1 const&amp;, Expr2 const&amp;, Attributes
+ const&amp;, Configure const&amp;</code>;</div><div class="funcprototype-spacer">&nbsp;</div></div><p>Defines a state machine with entry, exit behaviors, attributes,
+ configuration (deferred events, flags) and a base state:</p><div class="funcsynopsis"><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0" class="funcprototype-table"><tr><td><code class="funcdef">template &lt;class StateNameTag,class Stt,class Init,class
+ Expr1, class Expr2, class Attributes, class Configure, class
+ Base&gt; func_state_machine&lt;...&gt; build_sm(</code></td><td><code>)</code>;</td><td>&nbsp;</td></tr></table><div class="paramdef-list"><code>Stt ,Init,Expr1 const&amp;, Expr2 const&amp;, Attributes
+ const&amp;, Configure const&amp;, Base</code>;</div><div class="funcprototype-spacer">&nbsp;</div></div><p>Notice that this function requires the extra parameter class
+ StateNameTag to disambiguate state machines having the same parameters
+ but still being different.</p></div><div class="refsect3" title="build_state"><a name="d0e6757"></a><h4>build_state</h4><p>This function has several overloads. The return type is not relevant
+ to you as only decltype (return type) is what one needs.</p><p>Defines a simple state without entry or exit:</p><div class="funcsynopsis"><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0" class="funcprototype-table"><tr><td><code class="funcdef">func_state&lt;class StateNameTag,...&gt; build_state(</code></td><td><code>)</code>;</td><td>&nbsp;</td></tr></table><div class="paramdef-list"><code></code>;</div><div class="funcprototype-spacer">&nbsp;</div></div><p>Defines a simple state with entry behavior:</p><div class="funcsynopsis"><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0" class="funcprototype-table"><tr><td><code class="funcdef">template &lt;class StateNameTag,class Expr1&gt;
+ func_state&lt;...&gt; build_state(</code></td><td><code>)</code>;</td><td>&nbsp;</td></tr></table><div class="paramdef-list"><code>Expr1 const&amp;</code>;</div><div class="funcprototype-spacer">&nbsp;</div></div><p>Defines a simple state with entry and exit behaviors:</p><div class="funcsynopsis"><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0" class="funcprototype-table"><tr><td><code class="funcdef">template &lt;class StateNameTag,class Expr1, class Expr2&gt;
+ func_state&lt;...&gt; build_state(</code></td><td><code>)</code>;</td><td>&nbsp;</td></tr></table><div class="paramdef-list"><code>Expr1 const&amp;,Expr2 const&amp;</code>;</div><div class="funcprototype-spacer">&nbsp;</div></div><p>Defines a simple state with entry, exit behaviors and
+ attributes:</p><div class="funcsynopsis"><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0" class="funcprototype-table"><tr><td><code class="funcdef">template &lt;class StateNameTag,class Expr1, class Expr2,
+ class Attributes&gt; func_state&lt;...&gt; build_state(</code></td><td><code>)</code>;</td><td>&nbsp;</td></tr></table><div class="paramdef-list"><code>Expr1 const&amp;, Expr2 const&amp;, Attributes
+ const&amp;</code>;</div><div class="funcprototype-spacer">&nbsp;</div></div><p>Defines a simple state with entry, exit behaviors, attributes and
+ configuration (deferred events, flags):</p><div class="funcsynopsis"><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0" class="funcprototype-table"><tr><td><code class="funcdef">template &lt;class StateNameTag,class Expr1, class Expr2,
+ class Attributes, class Configure&gt; func_state&lt;...&gt;
+ build_state(</code></td><td><code>)</code>;</td><td>&nbsp;</td></tr></table><div class="paramdef-list"><code>Expr1 const&amp;, Expr2 const&amp;, Attributes const&amp;,
+ Configure const&amp;</code>;</div><div class="funcprototype-spacer">&nbsp;</div></div><p>Defines a simple state with entry, exit behaviors, attributes,
+ configuration (deferred events, flags) and a base state:</p><div class="funcsynopsis"><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0" class="funcprototype-table"><tr><td><code class="funcdef">template &lt;class StateNameTag,class Expr1, class Expr2,
+ class Attributes, class Configure, class Base&gt;
+ func_state&lt;...&gt; build_state(</code></td><td><code>)</code>;</td><td>&nbsp;</td></tr></table><div class="paramdef-list"><code>Expr1 const&amp;, Expr2 const&amp;, Attributes const&amp;,
+ Configure const&amp;, Base</code>;</div><div class="funcprototype-spacer">&nbsp;</div></div><p>Notice that this function requires the extra parameter class
+ StateNameTag to disambiguate states having the same parameters but still
+ being different.</p></div><div class="refsect3" title="build_terminate_state"><a name="d0e6811"></a><h4>build_terminate_state</h4><p>This function has the same overloads as build_state.</p></div><div class="refsect3" title="build_interrupt_state"><a name="d0e6816"></a><h4>build_interrupt_state</h4><p>This function has several overloads. The return type is not relevant
+ to you as only decltype (return type) is what one needs.</p><p>Defines an interrupt state without entry or exit:</p><div class="funcsynopsis"><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0" class="funcprototype-table"><tr><td><code class="funcdef">template &lt;class StateNameTag,class EndInterruptEvent&gt;
+ func_state&lt;...&gt; build_interrupt_state(</code></td><td><code>)</code>;</td><td>&nbsp;</td></tr></table><div class="paramdef-list"><code>EndInterruptEvent const&amp;</code>;</div><div class="funcprototype-spacer">&nbsp;</div></div><p>Defines an interrupt state with entry behavior:</p><div class="funcsynopsis"><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0" class="funcprototype-table"><tr><td><code class="funcdef">template &lt;class StateNameTag,class
+ EndInterruptEvent,class Expr1&gt; func_state&lt;...&gt;
+ build_interrupt_state(</code></td><td><code>)</code>;</td><td>&nbsp;</td></tr></table><div class="paramdef-list"><code>EndInterruptEvent const&amp;,Expr1 const&amp;</code>;</div><div class="funcprototype-spacer">&nbsp;</div></div><p>Defines an interrupt state with entry and exit behaviors:</p><div class="funcsynopsis"><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0" class="funcprototype-table"><tr><td><code class="funcdef">template &lt;class StateNameTag,class
+ EndInterruptEvent,class Expr1, class Expr2&gt; func_state&lt;...&gt;
+ build_interrupt_state(</code></td><td><code>)</code>;</td><td>&nbsp;</td></tr></table><div class="paramdef-list"><code>EndInterruptEvent const&amp;,Expr1 const&amp;,Expr2
+ const&amp;</code>;</div><div class="funcprototype-spacer">&nbsp;</div></div><p>Defines an interrupt state with entry, exit behaviors and
+ attributes:</p><div class="funcsynopsis"><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0" class="funcprototype-table"><tr><td><code class="funcdef">template &lt;class StateNameTag,class
+ EndInterruptEvent,class Expr1, class Expr2, class Attributes&gt;
+ func_state&lt;...&gt; build_interrupt_state(</code></td><td><code>)</code>;</td><td>&nbsp;</td></tr></table><div class="paramdef-list"><code>EndInterruptEvent const&amp;,Expr1 const&amp;, Expr2
+ const&amp;, Attributes const&amp;</code>;</div><div class="funcprototype-spacer">&nbsp;</div></div><p>Defines an interrupt state with entry, exit behaviors, attributes and
+ configuration (deferred events, flags):</p><div class="funcsynopsis"><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0" class="funcprototype-table"><tr><td><code class="funcdef">template &lt;class StateNameTag,class
+ EndInterruptEvent,class Expr1, class Expr2, class Attributes,
+ class Configure&gt; func_state&lt;...&gt;
+ build_interrupt_state(</code></td><td><code>)</code>;</td><td>&nbsp;</td></tr></table><div class="paramdef-list"><code>EndInterruptEvent const&amp;,Expr1 const&amp;, Expr2
+ const&amp;, Attributes const&amp;, Configure
+ const&amp;</code>;</div><div class="funcprototype-spacer">&nbsp;</div></div><p>Defines an interrupt state with entry, exit behaviors, attributes,
+ configuration (deferred events, flags) and a base state:</p><div class="funcsynopsis"><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0" class="funcprototype-table"><tr><td><code class="funcdef">template &lt;class StateNameTag,class
+ EndInterruptEvent,class Expr1, class Expr2, class Attributes,
+ class Configure, class Base&gt; func_state&lt;...&gt;
+ build_interrupt_state(</code></td><td><code>)</code>;</td><td>&nbsp;</td></tr></table><div class="paramdef-list"><code>EndInterruptEvent const&amp;,Expr1 const&amp;, Expr2
+ const&amp;, Attributes const&amp;, Configure const&amp;,
+ Base</code>;</div><div class="funcprototype-spacer">&nbsp;</div></div><p>Notice that this function requires the extra parameter class
+ StateNameTag to disambiguate states having the same parameters but still
+ being different.</p></div><div class="refsect3" title="build_entry_state"><a name="d0e6871"></a><h4>build_entry_state</h4><p>This function has several overloads. The return type is not relevant
+ to you as only decltype (return type) is what one needs.</p><p>Defines an entry pseudo state without entry or exit:</p><div class="funcsynopsis"><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0" class="funcprototype-table"><tr><td><code class="funcdef">template &lt;class StateNameTag,int RegionIndex&gt;
+ entry_func_state&lt;...&gt; build_entry_state(</code></td><td><code>)</code>;</td><td>&nbsp;</td></tr></table><div class="paramdef-list"><code></code>;</div><div class="funcprototype-spacer">&nbsp;</div></div><p>Defines an entry pseudo state with entry behavior:</p><div class="funcsynopsis"><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0" class="funcprototype-table"><tr><td><code class="funcdef">template &lt;class StateNameTag,int RegionIndex,class
+ Expr1&gt; entry_func_state&lt;...&gt; build_entry_state(</code></td><td><code>)</code>;</td><td>&nbsp;</td></tr></table><div class="paramdef-list"><code>Expr1 const&amp;</code>;</div><div class="funcprototype-spacer">&nbsp;</div></div><p>Defines an entry pseudo state with entry and exit behaviors:</p><div class="funcsynopsis"><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0" class="funcprototype-table"><tr><td><code class="funcdef">template &lt;class StateNameTag,int RegionIndex,class
+ Expr1, class Expr2&gt; entry_func_state&lt;...&gt;
+ build_entry_state(</code></td><td><code>)</code>;</td><td>&nbsp;</td></tr></table><div class="paramdef-list"><code>Expr1 const&amp;,Expr2 const&amp;</code>;</div><div class="funcprototype-spacer">&nbsp;</div></div><p>Defines an entry pseudo state with entry, exit behaviors and
+ attributes:</p><div class="funcsynopsis"><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0" class="funcprototype-table"><tr><td><code class="funcdef">template &lt;class StateNameTag,int RegionIndex,class
+ Expr1, class Expr2, class Attributes&gt; entry_func_state&lt;...&gt;
+ build_entry_state(</code></td><td><code>)</code>;</td><td>&nbsp;</td></tr></table><div class="paramdef-list"><code>Expr1 const&amp;, Expr2 const&amp;, Attributes
+ const&amp;</code>;</div><div class="funcprototype-spacer">&nbsp;</div></div><p>Defines an entry pseudo state with entry, exit behaviors, attributes
+ and configuration (deferred events, flags):</p><div class="funcsynopsis"><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0" class="funcprototype-table"><tr><td><code class="funcdef">template &lt;class StateNameTag,int RegionIndex,class
+ Expr1, class Expr2, class Attributes, class Configure&gt;
+ entry_func_state&lt;...&gt; build_entry_state(</code></td><td><code>)</code>;</td><td>&nbsp;</td></tr></table><div class="paramdef-list"><code>Expr1 const&amp;, Expr2 const&amp;, Attributes const&amp;,
+ Configure const&amp;</code>;</div><div class="funcprototype-spacer">&nbsp;</div></div><p>Defines an entry pseudo state with entry, exit behaviors, attributes,
+ configuration (deferred events, flags) and a base state:</p><div class="funcsynopsis"><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0" class="funcprototype-table"><tr><td><code class="funcdef">template &lt;class StateNameTag,int RegionIndex,class
+ Expr1, class Expr2, class Attributes, class Configure, class
+ Base&gt; entry_func_state&lt;...&gt; build_entry_state(</code></td><td><code>)</code>;</td><td>&nbsp;</td></tr></table><div class="paramdef-list"><code>Expr1 const&amp;, Expr2 const&amp;, Attributes const&amp;,
+ Configure const&amp;, Base</code>;</div><div class="funcprototype-spacer">&nbsp;</div></div><p>Notice that this function requires the extra parameter class
+ StateNameTag to disambiguate states having the same parameters but still
+ being different.</p></div><div class="refsect3" title="build_exit_state"><a name="d0e6925"></a><h4>build_exit_state</h4><p>This function has several overloads. The return type is not relevant
+ to you as only decltype (return type) is what one needs.</p><p>Defines an exit pseudo state without entry or exit:</p><div class="funcsynopsis"><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0" class="funcprototype-table"><tr><td><code class="funcdef">template &lt;class StateNameTag,class Event&gt;
+ exit_func_state&lt;...&gt; build_exit_state(</code></td><td><code>)</code>;</td><td>&nbsp;</td></tr></table><div class="paramdef-list"><code>Event const&amp;</code>;</div><div class="funcprototype-spacer">&nbsp;</div></div><p>Defines an exit pseudo state with entry behavior:</p><div class="funcsynopsis"><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0" class="funcprototype-table"><tr><td><code class="funcdef">template &lt;class StateNameTag,class Event,class Expr1&gt;
+ exit_func_state&lt;...&gt; build_exit_state(</code></td><td><code>)</code>;</td><td>&nbsp;</td></tr></table><div class="paramdef-list"><code>Event const&amp;,Expr1 const&amp;</code>;</div><div class="funcprototype-spacer">&nbsp;</div></div><p>Defines an exit pseudo state with entry and exit behaviors:</p><div class="funcsynopsis"><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0" class="funcprototype-table"><tr><td><code class="funcdef">template &lt;class StateNameTag,class Event,class Expr1,
+ class Expr2&gt; exit_func_state&lt;...&gt; build_exit_state(</code></td><td><code>)</code>;</td><td>&nbsp;</td></tr></table><div class="paramdef-list"><code>Event const&amp;,Expr1 const&amp;,Expr2
+ const&amp;</code>;</div><div class="funcprototype-spacer">&nbsp;</div></div><p>Defines an exit pseudo state with entry, exit behaviors and
+ attributes:</p><div class="funcsynopsis"><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0" class="funcprototype-table"><tr><td><code class="funcdef">template &lt;class StateNameTag,class Event,class Expr1,
+ class Expr2, class Attributes&gt; exit_func_state&lt;...&gt;
+ build_exit_state(</code></td><td><code>)</code>;</td><td>&nbsp;</td></tr></table><div class="paramdef-list"><code>Event const&amp;,Expr1 const&amp;, Expr2 const&amp;,
+ Attributes const&amp;</code>;</div><div class="funcprototype-spacer">&nbsp;</div></div><p>Defines an exit pseudo state with entry, exit behaviors, attributes
+ and configuration (deferred events, flags):</p><div class="funcsynopsis"><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0" class="funcprototype-table"><tr><td><code class="funcdef">template &lt;class StateNameTag,class Event,class Expr1,
+ class Expr2, class Attributes, class Configure&gt;
+ exit_func_state&lt;...&gt; build_exit_state(</code></td><td><code>)</code>;</td><td>&nbsp;</td></tr></table><div class="paramdef-list"><code>Event const&amp;,Expr1 const&amp;, Expr2 const&amp;,
+ Attributes const&amp;, Configure const&amp;</code>;</div><div class="funcprototype-spacer">&nbsp;</div></div><p>Defines an exit pseudo state with entry, exit behaviors, attributes,
+ configuration (deferred events, flags) and a base state:</p><div class="funcsynopsis"><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0" class="funcprototype-table"><tr><td><code class="funcdef">template &lt;class StateNameTag,class Event,class Expr1,
+ class Expr2, class Attributes, class Configure, class Base&gt;
+ exit_func_state&lt;...&gt; build_exit_state(</code></td><td><code>)</code>;</td><td>&nbsp;</td></tr></table><div class="paramdef-list"><code>Event const&amp;,Expr1 const&amp;, Expr2 const&amp;,
+ Attributes const&amp;, Configure const&amp;, Base</code>;</div><div class="funcprototype-spacer">&nbsp;</div></div><p>Notice that this function requires the extra parameter class
+ StateNameTag to disambiguate states having the same parameters but still
+ being different.</p></div><div class="refsect3" title="build_explicit_entry_state"><a name="d0e6980"></a><h4>build_explicit_entry_state</h4><p>This function has the same overloads as build_entry_state and
+ explicit_entry_func_state as return type.</p></div></div></div><div class="refsect1" title="msm/front/euml/common.hpp"><a name="d0e6985"></a><h2>msm/front/euml/common.hpp</h2><div class="refsect2" title="types"><a name="d0e6988"></a><h3>types</h3><div class="refsect3" title="euml_event"><a name="d0e6991"></a><h4>euml_event</h4><p>The basic type for events with eUML.</p><pre class="classsynopsis"> <span class="ooclass"><span class="classname">template &lt;class EventName&gt; euml_event;</span></span>&nbsp;{<br>}</pre><pre class="programlisting">struct play : euml_event&lt;play&gt;{};</pre></div><div class="refsect3" title="euml_state"><a name="d0e7002"></a><h4>euml_state</h4><p>The basic type for states with eUML. You will usually not use this
+ type directly as it is easier to use BOOST_MSM_EUML_STATE,
+ BOOST_MSM_EUML_INTERRUPT_STATE, BOOST_MSM_EUML_TERMINATE_STATE,
+ BOOST_MSM_EUML_EXPLICIT_ENTRY_STATE, BOOST_MSM_EUML_ENTRY_STATE or
+ BOOST_MSM_EUML_EXIT_STATE.</p><pre class="classsynopsis"> <span class="ooclass"><span class="classname">template &lt;class StateName&gt; euml_state;</span></span>&nbsp;{<br>}</pre><p>You can however use this type directly if you want to provide your
+ state with extra functions or provide entry or exit behaviors without
+ functors, for example:</p><pre class="programlisting">struct Empty : public msm::front::state&lt;&gt; , public euml_state&lt;Empty&gt;
+{
+ void foo() {...}
+ template &lt;class Event,class Fsm&gt;
+ void on_entry(Event const&amp; evt,Fsm&amp; fsm){...}
+};</pre></div><div class="refsect3" title="euml_flag"><a name="d0e7015"></a><h4>euml_flag</h4><p>The basic type for flags with eUML.</p><pre class="classsynopsis"> <span class="ooclass"><span class="classname">template &lt;class FlagName&gt; euml_flag;</span></span>&nbsp;{<br>}</pre><pre class="programlisting">struct PlayingPaused: euml_flag&lt;PlayingPaused&gt;{};</pre></div><div class="refsect3" title="euml_action"><a name="d0e7026"></a><h4>euml_action</h4><p>The basic type for state or transition behaviors and guards with
+ eUML.</p><pre class="classsynopsis"> <span class="ooclass"><span class="classname">template &lt;class AcionName&gt; euml_action;</span></span>&nbsp;{<br>}</pre><pre class="programlisting">struct close_drawer : euml_action&lt;close_drawer&gt;
+{
+ template &lt;class Fsm,class Evt,class SourceState,class TargetState&gt;
+ void operator()(Evt const&amp; , Fsm&amp;, SourceState&amp; ,TargetState&amp; ) {...}
+};</pre><p>Or, as state entry or exit behavior:</p><pre class="programlisting">struct Playing_Entry : euml_action&lt;Playing_Entry&gt;
+{
+ template &lt;class Event,class Fsm,class State&gt;
+ void operator()(Event const&amp;,Fsm&amp; fsm,State&amp; ){...}
+};</pre></div><div class="refsect3" title="euml_config"><a name="d0e7041"></a><h4>euml_config</h4><p>The basic type for configuration possibilities with eUML.</p><pre class="classsynopsis"> <span class="ooclass"><span class="classname">template &lt;class ConfigName&gt; euml_config;</span></span>&nbsp;{<br>}</pre><p>You normally do not use this type directly but instead the instances
+ of predefined configuration:</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>no_exception: disable catching exceptions</p></li><li class="listitem"><p>no_msg_queue: disable message queue. The message queue
+ allows you to send an event for procesing while in an event
+ processing.</p></li><li class="listitem"><p>deferred_events: manually enable handling of deferred
+ events</p></li></ul></div></div><div class="refsect3" title="invalid_type"><a name="d0e7062"></a><h4>invalid_type</h4><p>Type returned by grammar parsers if the grammar is invalid. Seeing
+ this type will result in a static assertion.</p></div><div class="refsect3" title="no_action"><a name="d0e7067"></a><h4>no_action</h4><p>Placeholder type for use in entry/exit or transition behaviors, which
+ does absolutely nothing.</p></div><div class="refsect3" title="source_"><a name="d0e7072"></a><h4>source_</h4><p>Generic object or function for the source state of a given transition:</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>as object: returns by reference the source state of a
+ transition, usually to be used by another function (usually
+ one created by MSM_EUML_METHOD or MSM_EUML_FUNCTION).</p><p>Example:
+ </p><pre class="programlisting">some_user_function_(source_)</pre></li><li class="listitem"><p>as function: returns by reference the attribute passed as
+ parameter.</p><p>Example:
+ </p><pre class="programlisting">source_(m_counter)++</pre></li></ul></div></div><div class="refsect3" title="target_"><a name="d0e7092"></a><h4>target_</h4><p>Generic object or function for the target state of a given transition:</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>as object: returns by reference the target state of a
+ transition, usually to be used by another function (usually
+ one created by MSM_EUML_METHOD or MSM_EUML_FUNCTION).</p><p>Example:
+ </p><pre class="programlisting">some_user_function_(target_)</pre></li><li class="listitem"><p>as function: returns by reference the attribute passed as
+ parameter.</p><p>Example:
+ </p><pre class="programlisting">target_(m_counter)++</pre></li></ul></div></div><div class="refsect3" title="state_"><a name="d0e7112"></a><h4>state_</h4><p>Generic object or function for the state of a given entry / exit
+ behavior. state_ means source_ while in the context of an exit behavior
+ and target_ in the context of an entry behavior:</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>as object: returns by reference the current state, usually
+ to be used by another function (usually one created by
+ MSM_EUML_METHOD or MSM_EUML_FUNCTION).</p><p>Example:
+ </p><pre class="programlisting">some_user_function_(state_) // calls some_user_function on the current state</pre></li><li class="listitem"><p>as function: returns by reference the attribute passed as
+ parameter.</p><p>Example:
+ </p><pre class="programlisting">state_(m_counter)++</pre></li></ul></div></div><div class="refsect3" title="event_"><a name="d0e7132"></a><h4>event_</h4><p>Generic object or function for the event triggering a given transition
+ (valid in a transition behavior, as well as in state entry/exit behaviors):</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>as object: returns by reference the event of a transition,
+ usually to be used by another function (usually one created
+ by MSM_EUML_METHOD or MSM_EUML_FUNCTION).</p><p>Example:
+ </p><pre class="programlisting">some_user_function_(event_)</pre></li><li class="listitem"><p>as function: returns by reference the attribute passed as
+ parameter.</p><p>Example:
+ </p><pre class="programlisting">event_(m_counter)++</pre></li></ul></div></div><div class="refsect3" title="fsm_"><a name="d0e7152"></a><h4>fsm_</h4><p>Generic object or function for the state machine containing a given transition:</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>as object: returns by reference the event of a transition,
+ usually to be used by another function (usually one created
+ by MSM_EUML_METHOD or MSM_EUML_FUNCTION).</p><p>Example:
+ </p><pre class="programlisting">some_user_function_(fsm_)</pre></li><li class="listitem"><p>as function: returns by reference the attribute passed as
+ parameter.</p><p>Example:
+ </p><pre class="programlisting">fsm_(m_counter)++</pre></li></ul></div></div><div class="refsect3" title="substate_"><a name="d0e7172"></a><h4>substate_</h4><p>Generic object or function returning a state of a given state machine:</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>with 1 parameter: returns by reference the state passed as
+ parameter, usually to be used by another function (usually
+ one created by MSM_EUML_METHOD or MSM_EUML_FUNCTION).</p><p>Example:
+ </p><pre class="programlisting">some_user_function_(substate_(my_state))</pre></li><li class="listitem"><p>with 2 parameters: returns by reference the state passed
+ as first parameter from the state machine passed as second
+ parameter, usually to be used by another function (usually
+ one created by MSM_EUML_METHOD or MSM_EUML_FUNCTION). This
+ makes sense when used in combination with attribute_.</p><p>Example (equivalent to the previous example):
+ </p><pre class="programlisting">some_user_function_(substate_(my_state,fsm_))</pre></li></ul></div></div><div class="refsect3" title="attribute_"><a name="d0e7192"></a><h4>attribute_</h4><p>Generic object or function returning the attribute passed (by name) as
+ second parameter of the thing passed as first (a state, event or state
+ machine). Example: </p><p>
+ </p><pre class="programlisting">attribute_(substate_(my_state),cd_name_attribute)++</pre><p>
+ </p></div><div class="refsect3" title="True_"><a name="d0e7202"></a><h4>True_</h4><p>Functor returning true for transition or state behaviors. Like all
+ constants, only the functor form exists, so parenthesis are necessary.
+ Example:</p><p>
+ </p><pre class="programlisting">if_then_(True_(),/* some action always called*/)</pre><p>
+ </p></div><div class="refsect3" title="False_"><a name="d0e7212"></a><h4>False_</h4><p>Functor returning false for transition or state behaviors. Like all
+ constants, only the functor form exists, so parenthesis are necessary.
+ Example:</p><p>
+ </p><pre class="programlisting">if_then_(False_(),/* some action never called */)</pre><p>
+ </p></div><div class="refsect3" title="Int_<int value&gt;"><a name="d0e7222"></a><h4>Int_&lt;int value&gt;</h4><p>Functor returning an integer value for transition or state behaviors.
+ Like all constants, only the functor form exists, so parenthesis are
+ necessary. Example:</p><p>
+ </p><pre class="programlisting">target_(m_ringing_cpt) = Int_&lt;RINGING_TIME&gt;() // RINGING_TIME is a constant</pre><p>
+ </p></div><div class="refsect3" title="Char_<char value&gt;"><a name="d0e7232"></a><h4>Char_&lt;char value&gt;</h4><p>Functor returning a char value for transition or state behaviors. Like
+ all constants, only the functor form exists, so parenthesis are
+ necessary. Example:</p><p>
+ </p><pre class="programlisting">// look for 'S' in event.m_song
+[string_find_(event_(m_song),Char_&lt;'S'&gt;(),Size_t_&lt;0&gt;()) != Npos_&lt;string&gt;()]</pre><p>
+ </p></div><div class="refsect3" title="Size_t_<size_t value&gt;"><a name="d0e7242"></a><h4>Size_t_&lt;size_t value&gt;</h4><p>Functor returning a size_t value for transition or state behaviors.
+ Like all constants, only the functor form exists, so parenthesis are
+ necessary. Example:</p><p>
+ </p><pre class="programlisting">substr_(event_(m_song),Size_t_&lt;1&gt;()) // returns a substring of event.m_song</pre><p>
+ </p></div><div class="refsect3" title="String_ < mpl::string &gt;"><a name="d0e7252"></a><h4>String_ &lt; mpl::string &gt;</h4><p>Functor returning a string for transition or state behaviors. Like all
+ constants, only the functor form exists, so parenthesis are necessary.
+ Requires boost &gt;= 1.40 for mpl::string.</p><p>Example:</p><p>
+ </p><pre class="programlisting">// adds "Let it be" to fsm.m_src_container
+push_back_(fsm_(m_src_container), String_&lt;mpl::string&lt;'Let','it ','be'&gt; &gt;())</pre><p>
+ </p></div><div class="refsect3" title="Predicate_ < some_stl_compatible_functor &gt;"><a name="d0e7264"></a><h4>Predicate_ &lt; some_stl_compatible_functor &gt;</h4><p>This functor eUML-enables a STL functor (for use in an algorithm).
+ This is necessary because all what is in the transition table must be a
+ eUML terminal.</p><p>Example:</p><pre class="programlisting">//equivalent to:
+//std::accumulate(fsm.m_vec.begin(),fsm.m_vec.end(),1,std::plus&lt;int&gt;())== 1
+accumulate_(begin_(fsm_(m_vec)),end_(fsm_(m_vec)),Int_&lt;1&gt;(),
+ Predicate_&lt;std::plus&lt;int&gt; &gt;()) == Int_&lt;1&gt;())</pre></div><div class="refsect3" title="process_"><a name="d0e7273"></a><h4>process_</h4><p>This function sends an event to up to 4 state machines by calling
+ <code class="code">process_event</code> on them:</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p><code class="code">process_(some_event)</code> : processes an event in
+ the current (containing) state machine.</p></li><li class="listitem"><p><code class="code">process_(some_event [,fsm1...fsm4] )</code> :
+ processes the same event in the 1-4 state machines passed as
+ argument.</p></li></ul></div></div><div class="refsect3" title="process2_"><a name="d0e7292"></a><h4>process2_</h4><p>This function sends an event to up to 3 state machines by calling
+ <code class="code">process_event</code> on them and copy-constructing the event
+ from the data passed as second parameter:</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p><code class="code">process2_(some_event, some_data)</code> : processes
+ an event in the current (containing) state machine.</p></li><li class="listitem"><p><code class="code">process2_(some_event, some_data [,fsm1...fsm3]
+ )</code> : processes the same event in the 1-3 state
+ machines passed as argument.</p></li></ul></div><p>Example: </p><p>
+ </p><pre class="programlisting">// processes NotFound on current state machine,
+// copy-constructed with event.m_song
+process2_(NotFound,event_(m_song))</pre><p>
+ </p><p>With the following definitions:</p><pre class="programlisting">BOOST_MSM_EUML_DECLARE_ATTRIBUTE(std::string,m_song)//declaration of m_song
+NotFound (const string&amp; data) // copy-constructor of NotFound</pre></div><div class="refsect3" title="is_flag_"><a name="d0e7322"></a><h4>is_flag_</h4><p>This function tells if a flag is active by calling
+ <code class="code">is_flag_active</code> on the current state machine or one
+ passed as parameter:</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p><code class="code">is_flag_(some_flag)</code> : calls
+ <code class="code">is_flag_active</code> on the current (containing)
+ state machine.</p></li><li class="listitem"><p><code class="code">is_flag_(some_flag, some_fsm)</code> :calls
+ <code class="code">is_flag_active</code> on the state machine.passed
+ as argument.</p></li></ul></div></div><div class="refsect3" title="defer_"><a name="d0e7347"></a><h4>defer_</h4><p>This object defers the current event by calling
+ <code class="code">defer_event</code> on the current state machine.
+ Example:</p><pre class="programlisting">Empty() + play() / defer_</pre></div><div class="refsect3" title="explicit_(submachine-name,state-name)"><a name="d0e7357"></a><h4>explicit_(submachine-name,state-name)</h4><p>Used as transition's target, causes an explicit entry into the given
+ state from the given submachine. Several explicit_ as targets, separated
+ by commas, means a fork. The state must have been declared as such using
+ BOOST_MSM_EUML_EXPLICIT_ENTRY_STATE.</p></div><div class="refsect3" title="entry_pt_(submachine-name,state-name)"><a name="d0e7362"></a><h4>entry_pt_(submachine-name,state-name)</h4><p>Used as transition's target from a containing state machine, causes
+ submachine-name to be entered using the given entry pseudo-state. This
+ state must have been declared as pseudo entry using
+ BOOST_MSM_EUML_ENTRY_STATE.</p></div><div class="refsect3" title="exit_pt_(submachine-name,state-name)"><a name="d0e7367"></a><h4>exit_pt_(submachine-name,state-name)</h4><p>Used as transition's source from a containing state machine, causes
+ submachine-name to be left using the given exit pseudo-state. This state
+ must have been declared as pseudo exit using
+ BOOST_MSM_EUML_EXIT_STATE.</p></div><div class="refsect3" title="MSM_EUML_FUNCTION"><a name="d0e7372"></a><h4>MSM_EUML_FUNCTION</h4><p>This macro creates a eUML function and a functor for use with the
+ functor front-end, based on a free function:</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>first parameter: the name of the functor</p></li><li class="listitem"><p>second parameter: the underlying function</p></li><li class="listitem"><p>third parameter: the eUML function name</p></li><li class="listitem"><p>fourth parameter: the return type if used in a transition
+ behavior</p></li><li class="listitem"><p>fifth parameter: the return type if used in a state
+ behavior (entry/exit)</p></li></ul></div><p> Note that the function itself can take up to 5
+ arguments.</p><p>Example:</p><p>
+ </p><pre class="programlisting">MSM_EUML_FUNCTION(BinarySearch_,std::binary_search,binary_search_,bool,bool)</pre><p>
+ </p><p>Can be used like:</p><p>
+ </p><pre class="programlisting">binary_search_(begin_(fsm_(m_var)),end_(fsm_(m_var)),Int_&lt;9&gt;())</pre><p>
+ </p></div><div class="refsect3" title="MSM_EUML_METHOD"><a name="d0e7408"></a><h4>MSM_EUML_METHOD</h4><p>This macro creates a eUML function and a functor for use with the
+ functor front-end, based on a method:</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>first parameter: the name of the functor</p></li><li class="listitem"><p>second parameter: the underlying function</p></li><li class="listitem"><p>third parameter: the eUML function name</p></li><li class="listitem"><p>fourth parameter: the return type if used in a transition
+ behavior</p></li><li class="listitem"><p>fifth parameter: the return type if used in a state
+ behavior (entry/exit)</p></li></ul></div><p> Note that the method itself can take up to 4 arguments
+ (5 like for a free function - 1 for the object on which the method is
+ called).</p><p>Example:</p><pre class="programlisting">struct Empty : public msm::front::state&lt;&gt; , public euml_state&lt;Empty&gt;
+{
+ void activate_empty() {std::cout &lt;&lt; "switching to Empty " &lt;&lt; std::endl;}
+...
+};
+MSM_EUML_METHOD(ActivateEmpty_,activate_empty,activate_empty_,void,void)</pre><p>Can be used like:</p><p>
+ </p><pre class="programlisting">Empty == Open + open_close / (close_drawer , activate_empty_(target_))</pre><p>
+ </p></div><div class="refsect3" title="BOOST_MSM_EUML_ACTION(action-instance-name)"><a name="d0e7441"></a><h4>BOOST_MSM_EUML_ACTION(action-instance-name)</h4><p>This macro declares a behavior type and a const instance for use in
+ state or transition behaviors. The action implementation itself follows
+ the macro declaration, for example:</p><pre class="programlisting">BOOST_MSM_EUML_ACTION(good_disk_format)
+{
+ template &lt;class Fsm,class Evt,class SourceState,class TargetState&gt;
+ void/bool operator()(Evt const&amp; evt,Fsm&amp;,SourceState&amp; ,TargetState&amp; ){...}
+};</pre></div><div class="refsect3" title="BOOST_MSM_EUML_FLAG(flag-instance-name)"><a name="d0e7448"></a><h4>BOOST_MSM_EUML_FLAG(flag-instance-name)</h4><p>This macro declares a flag type and a const instance for use in
+ behaviors.</p></div><div class="refsect3" title="BOOST_MSM_EUML_FLAG_NAME(flag-instance-name)"><a name="d0e7453"></a><h4>BOOST_MSM_EUML_FLAG_NAME(flag-instance-name)</h4><p>This macro returns the name of the flag type generated by
+ BOOST_MSM_EUML_FLAG. You need this where the type is required (usually
+ with the back-end method is_flag_active). For example:</p><pre class="programlisting">fsm.is_flag_active&lt;BOOST_MSM_EUML_FLAG_NAME(CDLoaded)&gt;()</pre></div><div class="refsect3" title="BOOST_MSM_EUML_DECLARE_ATTRIBUTE(event-type,event-name)"><a name="d0e7460"></a><h4>BOOST_MSM_EUML_DECLARE_ATTRIBUTE(event-type,event-name)</h4><p>This macro declares an attribute called event-name of type event-type.
+ This attribute can then be made part of an attribute list using
+ BOOST_MSM_EUML_ATTRIBUTES.</p></div><div class="refsect3" title="BOOST_MSM_EUML_ATTRIBUTES(attributes-expression,attributes-name)"><a name="d0e7465"></a><h4>BOOST_MSM_EUML_ATTRIBUTES(attributes-expression,attributes-name)</h4><p>This macro declares an attribute list called attributes-name based on
+ the expression as first argument. These attributes can then be made part
+ of an event using BOOST_MSM_EUML_EVENT_WITH_ATTRIBUTES, of a state as
+ 3rd parameter of BOOST_MSM_EUML_STATE or of a state machine as 5th
+ parameter of BOOST_MSM_EUML_DECLARE_STATE_MACHINE.</p><p>Attributes are added using left-shift, for example:</p><pre class="programlisting">// m_song is of type std::string
+BOOST_MSM_EUML_DECLARE_ATTRIBUTE(std::string,m_song)
+// contains one attribute, m_song
+BOOST_MSM_EUML_ATTRIBUTES((attributes_ &lt;&lt; m_song ), FoundDef)</pre></div><div class="refsect3" title="BOOST_MSM_EUML_EVENT(event-instance name)"><a name="d0e7474"></a><h4>BOOST_MSM_EUML_EVENT(event-instance name)</h4><p>This macro defines an event type (event-instance-name_helper) and
+ declares a const instance of this event type called event-instance-name
+ for use in a transition table or state behaviors.</p></div><div class="refsect3" title="BOOST_MSM_EUML_EVENT_WITH_ATTRIBUTES(event-instance-name,attributes)"><a name="d0e7479"></a><h4>BOOST_MSM_EUML_EVENT_WITH_ATTRIBUTES(event-instance-name,attributes)</h4><p>This macro defines an event type (event-instance-name_helper) and
+ declares a const instance of this event type called event-instance-name
+ for use in a transition table or state behaviors. The event will have as
+ attributes the ones passed by the second argument:</p><p><code class="code">BOOST_MSM_EUML_EVENT_WITH_ATTRIBUTES(Found,FoundDef)</code>
+ </p><p>The created event instance supports operator()(attributes) so that
+ </p><pre class="programlisting">my_back_end.process_event(Found(some_string))</pre><p>
+ is possible.</p></div><div class="refsect3" title="BOOST_MSM_EUML_EVENT_NAME(event-instance-name)"><a name="d0e7493"></a><h4>BOOST_MSM_EUML_EVENT_NAME(event-instance-name)</h4><p>This macro returns the name of the event type generated by
+ BOOST_MSM_EUML_EVENT or BOOST_MSM_EUML_EVENT_WITH_ATTRIBUTES. You need
+ this where the type is required (usually inside a back-end definition).
+ For example:</p><p>
+ </p><pre class="programlisting">typedef msm::back::state_machine&lt;Playing_,
+msm::back::ShallowHistory&lt;mpl::vector&lt;BOOST_MSM_EUML_EVENT_NAME(end_pause)
+&gt; &gt; &gt; Playing_type;</pre><p>
+ </p></div><div class="refsect3" title="BOOST_MSM_EUML_STATE(build-expression,state-instance-name)"><a name="d0e7503"></a><h4>BOOST_MSM_EUML_STATE(build-expression,state-instance-name)</h4><p>This macro defines a state type (state-instance-name_helper) and
+ declares a const instance of this state type called state-instance-name
+ for use in a transition table or state behaviors.</p><p>There are several possibilitites for the 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.</p></li><li class="listitem"><p>(Expr1,Expr2,Attributes,Configure): state with entry and
+ exit action, defining some attributes 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, flags and
+ deferred events (plain msm deferred events) and a
+ non-default base state (as defined in standard MSM).</p></li></ul></div></div><div class="refsect3" title="BOOST_MSM_EUML_INTERRUPT_STATE(build-expression,state-instance-name)"><a name="d0e7529"></a><h4>BOOST_MSM_EUML_INTERRUPT_STATE(build-expression,state-instance-name)</h4><p>This macro defines an interrupt state type
+ (state-instance-name_helper) and declares a const instance of this state
+ type called state-instance-name for use in a transition table or state
+ behaviors.</p><p>There are several possibilitites for the expression syntax. In all of
+ them, the first argument is the name of the event (generated by one of
+ the previous macros) ending the interrupt:</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>(end_interrupt_event): interrupt state without entry or
+ exit action.</p></li><li class="listitem"><p>(end_interrupt_event,Expr1): interrupt state with entry
+ but no exit action.</p></li><li class="listitem"><p>(end_interrupt_event,Expr1,Expr2): interrupt state with
+ entry and exit action.</p></li><li class="listitem"><p>(end_interrupt_event,Expr1,Expr2,Attributes): interrupt
+ state with entry and exit action, defining some
+ attributes.</p></li><li class="listitem"><p>(end_interrupt_event,Expr1,Expr2,Attributes,Configure):
+ interrupt state with entry and exit action, defining some
+ attributes and flags (standard MSM flags) or deferred events
+ (standard MSM deferred events).</p></li><li class="listitem"><p>(end_interrupt_event,Expr1,Expr2,Attributes,Configure,Base):
+ interrupt state with entry and exit action, defining some
+ attributes, flags and deferred events (plain msm deferred
+ events) and a non-default base state (as defined in standard
+ MSM).</p></li></ul></div></div><div class="refsect3" title="BOOST_MSM_EUML_TERMINATE_STATE(build-expression,state-instance-name)"><a name="d0e7555"></a><h4>BOOST_MSM_EUML_TERMINATE_STATE(build-expression,state-instance-name)</h4><p>This macro defines a terminate pseudo-state type
+ (state-instance-name_helper) and declares a const instance of this state
+ type called state-instance-name for use in a transition table or state
+ behaviors.</p><p>There are several possibilitites for the expression syntax:</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>(): terminate pseudo-state without entry or exit
+ action.</p></li><li class="listitem"><p>(Expr1): terminate pseudo-state with entry but no exit
+ action.</p></li><li class="listitem"><p>(Expr1,Expr2): terminate pseudo-state with entry and exit
+ action.</p></li><li class="listitem"><p>(Expr1,Expr2,Attributes): terminate pseudo-state with
+ entry and exit action, defining some attributes.</p></li><li class="listitem"><p>(Expr1,Expr2,Attributes,Configure): terminate pseudo-state
+ with entry and exit action, defining some attributes and
+ flags (standard MSM flags) or deferred events (standard MSM
+ deferred events).</p></li><li class="listitem"><p>(Expr1,Expr2,Attributes,Configure,Base): terminate
+ pseudo-state with entry and exit action, defining some
+ attributes, flags and deferred events (plain msm deferred
+ events) and a non-default base state (as defined in standard
+ MSM).</p></li></ul></div></div><div class="refsect3" title="BOOST_MSM_EUML_EXIT_STATE(build-expression,state-instance-name)"><a name="d0e7581"></a><h4>BOOST_MSM_EUML_EXIT_STATE(build-expression,state-instance-name)</h4><p>This macro defines an exit pseudo-state type
+ (state-instance-name_helper) and declares a const instance of this state
+ type called state-instance-name for use in a transition table or state
+ behaviors.</p><p>There are several possibilitites for the expression syntax:</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>(forwarded_event):exit pseudo-state without entry or exit
+ action.</p></li><li class="listitem"><p>(forwarded_event,Expr1): exit pseudo-state with entry but
+ no exit action.</p></li><li class="listitem"><p>(forwarded_event,Expr1,Expr2): exit pseudo-state with
+ entry and exit action.</p></li><li class="listitem"><p>(forwarded_event,Expr1,Expr2,Attributes): exit
+ pseudo-state with entry and exit action, defining some
+ attributes.</p></li><li class="listitem"><p>(forwarded_event,Expr1,Expr2,Attributes,Configure): exit
+ pseudo-state with entry and exit action, defining some
+ attributes and flags (standard MSM flags) or deferred events
+ (standard MSM deferred events).</p></li><li class="listitem"><p>(forwarded_event,Expr1,Expr2,Attributes,Configure,Base):
+ exit pseudo-state with entry and exit action, defining some
+ attributes, flags and deferred events (plain msm deferred
+ events) and a non-default base state (as defined in standard
+ MSM).</p></li></ul></div><p>Note that the forwarded_event must be constructible from the event
+ sent by the submachine containing the exit point.</p></div><div class="refsect3" title="BOOST_MSM_EUML_ENTRY_STATE(int region-index,build-expression,state-instance-name)"><a name="d0e7609"></a><h4>BOOST_MSM_EUML_ENTRY_STATE(int
+ region-index,build-expression,state-instance-name)</h4><p>This macro defines an entry pseudo-state type
+ (state-instance-name_helper) and declares a const instance of this state
+ type called state-instance-name for use in a transition table or state
+ behaviors.</p><p>There are several possibilitites for the expression syntax:</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>(): entry pseudo-state without entry or exit
+ action.</p></li><li class="listitem"><p>(Expr1): entry pseudo-state with entry but no exit
+ action.</p></li><li class="listitem"><p>(Expr1,Expr2): entry pseudo-state with entry and exit
+ action.</p></li><li class="listitem"><p>(Expr1,Expr2,Attributes): entry pseudo-state with entry
+ and exit action, defining some attributes.</p></li><li class="listitem"><p>(Expr1,Expr2,Attributes,Configure): entry pseudo-state
+ with entry and exit action, defining some attributes and
+ flags (standard MSM flags) or deferred events (standard MSM
+ deferred events).</p></li><li class="listitem"><p>(Expr1,Expr2,Attributes,Configure,Base): entry
+ pseudo-state with entry and exit action, defining some
+ attributes, flags and deferred events (plain msm deferred
+ events) and a non-default base state (as defined in standard
+ MSM).</p></li></ul></div></div><div class="refsect3" title="BOOST_MSM_EUML_EXPLICIT_ENTRY_STATE(int region-index,build-expression,state-instance-name)"><a name="d0e7635"></a><h4>BOOST_MSM_EUML_EXPLICIT_ENTRY_STATE(int
+ region-index,build-expression,state-instance-name)</h4><p>This macro defines a submachine's substate type
+ (state-instance-name_helper), which can be explicitly entered and also
+ declares a const instance of this state type called state-instance-name
+ for use in a transition table or state behaviors.</p><p>There are several possibilitites for the 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.</p></li><li class="listitem"><p>(Expr1,Expr2,Attributes,Configure): state with entry and
+ exit action, defining some attributes 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, flags and
+ deferred events (plain msm deferred events) and a
+ non-default base state (as defined in standard MSM).</p></li></ul></div></div><div class="refsect3" title="BOOST_MSM_EUML_STATE_NAME(state-instance-name)"><a name="d0e7661"></a><h4>BOOST_MSM_EUML_STATE_NAME(state-instance-name)</h4><p>This macro returns the name of the state type generated by
+ BOOST_MSM_EUML_STATE or other state macros. You need this where the type
+ is required (usually using a backend function). For example:</p><p>
+ </p><pre class="programlisting">fsm.get_state&lt;BOOST_MSM_EUML_STATE_NAME(StringFind)&amp;&gt;().some_state_function();</pre><p>
+ </p></div><div class="refsect3" title="BOOST_MSM_EUML_DECLARE_STATE(build-expression,state-instance-name)"><a name="d0e7671"></a><h4>BOOST_MSM_EUML_DECLARE_STATE(build-expression,state-instance-name)</h4><p>Like BOOST_MSM_EUML_STATE but does not provide an instance, simply a
+ type declaration.</p></div><div class="refsect3" title="BOOST_MSM_EUML_DECLARE_INTERRUPT_STATE(build-expression,state-instance-name)"><a name="d0e7676"></a><h4>BOOST_MSM_EUML_DECLARE_INTERRUPT_STATE(build-expression,state-instance-name)</h4><p>Like BOOST_MSM_EUML_INTERRUPT_STATE but does not provide an instance,
+ simply a type declaration.</p></div><div class="refsect3" title="BOOST_MSM_EUML_DECLARE_TERMINATE_STATE(build-expression,state-instance-name)"><a name="d0e7681"></a><h4>BOOST_MSM_EUML_DECLARE_TERMINATE_STATE(build-expression,state-instance-name)</h4><p>Like BOOST_MSM_EUML_TERMINATE_STATE but does not provide an instance,
+ simply a type declaration.</p></div><div class="refsect3" title="BOOST_MSM_EUML_DECLARE_EXIT_STATE(build-expression,state-instance-name)"><a name="d0e7686"></a><h4>BOOST_MSM_EUML_DECLARE_EXIT_STATE(build-expression,state-instance-name)</h4><p>Like BOOST_MSM_EUML_EXIT_STATE but does not provide an instance,
+ simply a type declaration.</p></div><div class="refsect3" title="BOOST_MSM_EUML_DECLARE_ENTRY_STATE(int region-index,build-expression,state-instance-name)"><a name="d0e7691"></a><h4>BOOST_MSM_EUML_DECLARE_ENTRY_STATE(int
+ region-index,build-expression,state-instance-name)</h4><p>Like BOOST_MSM_EUML_ENTRY_STATE but does not provide an instance,
+ simply a type declaration.</p></div><div class="refsect3" title="BOOST_MSM_EUML_DECLARE_EXPLICIT_ENTRY_STATE(int region-index,build-expression,state-instance-name)"><a name="d0e7696"></a><h4>BOOST_MSM_EUML_DECLARE_EXPLICIT_ENTRY_STATE(int
+ region-index,build-expression,state-instance-name)</h4><p>Like BOOST_MSM_EUML_EXPLICIT_ENTRY_STATE but does not provide an
+ instance, simply a type declaration.</p></div><div class="refsect3" title="BOOST_MSM_EUML_TRANSITION_TABLE(expression, table-instance-name)"><a name="d0e7701"></a><h4>BOOST_MSM_EUML_TRANSITION_TABLE(expression,
+ table-instance-name)</h4><p>This macro declares a transition table type and also declares a const
+ instance of the table which can then be used in a state machine
+ declaration (see BOOST_MSM_EUML_DECLARE_STATE_MACHINE).The expression
+ must follow the <span class="command"><strong><a class="command" href="re03.html#reference-stt-grammar">transition
+ table grammar</a></strong></span>.</p></div><div class="refsect3" title="BOOST_MSM_EUML_DECLARE_TRANSITION_TABLE(iexpression,table-instance-name)"><a name="d0e7709"></a><h4>BOOST_MSM_EUML_DECLARE_TRANSITION_TABLE(iexpression,table-instance-name)</h4><p>Like BOOST_MSM_EUML_TRANSITION_TABLE but does not provide an instance,
+ simply a type declaration.</p></div><div class="refsect3" title="BOOST_MSM_EUML_INTERNAL_TRANSITION_TABLE(expression, table-instance-name)"><a name="d0e7714"></a><h4>BOOST_MSM_EUML_INTERNAL_TRANSITION_TABLE(expression,
+ table-instance-name)</h4><p>This macro declares a transition table type and also declares a const
+ instance of the table.The expression must follow the <span class="command"><strong><a class="command" href="re03.html#reference-stt-grammar">transition table
+ grammar</a></strong></span>. For the moment, this macro is not used.</p></div><div class="refsect3" title="BOOST_MSM_EUML_DECLARE_INTERNAL_TRANSITION_TABLE(iexpression,table-instance-name)"><a name="d0e7722"></a><h4>BOOST_MSM_EUML_DECLARE_INTERNAL_TRANSITION_TABLE(iexpression,table-instance-name)</h4><p>Like BOOST_MSM_EUML_TRANSITION_TABLE but does not provide an instance,
+ simply a type declaration. This is currently the only way to declare an
+ internal transition table with eUML. 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 ,
+ open_close [internal_guard2] / internal_action2
+ ))
+}; </pre></div></div></div></div><div class="navfooter"><hr><table width="100%" summary="Navigation footer"><tr><td width="40%" align="left"><a accesskey="p" href="re02.html">Prev</a>&nbsp;</td><td width="20%" align="center"><a accesskey="u" href="pt02.html">Up</a></td><td width="40%" align="right">&nbsp;</td></tr><tr><td width="40%" align="left" valign="top">Back-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;</td></tr></table></div></body></html> \ No newline at end of file
diff --git a/libs/msm/doc/PDF/examples/ActivateStateBeforeTransitionEuml.cpp b/libs/msm/doc/PDF/examples/ActivateStateBeforeTransitionEuml.cpp
new file mode 100644
index 0000000000..fc69b777bc
--- /dev/null
+++ b/libs/msm/doc/PDF/examples/ActivateStateBeforeTransitionEuml.cpp
@@ -0,0 +1,144 @@
+// 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 <iostream>
+
+#include <boost/msm/back/state_machine.hpp>
+#include <boost/msm/front/state_machine_def.hpp>
+#include <boost/msm/front/euml/euml.hpp>
+
+using namespace std;
+namespace msm = boost::msm;
+namespace mpl = boost::mpl;
+using namespace boost::msm::front::euml;
+
+
+namespace // Concrete FSM implementation
+{
+ // events
+ BOOST_MSM_EUML_EVENT(connect)
+ BOOST_MSM_EUML_EVENT(disconnect)
+
+ // flag
+ BOOST_MSM_EUML_FLAG(is_connected)
+
+ BOOST_MSM_EUML_ACTION(SignalConnect)
+ {
+ template <class FSM,class EVT,class SourceState,class TargetState>
+ void operator()(EVT const& ,FSM& fsm,SourceState& ,TargetState& )
+ {
+ // by default, this would be wrong (shows false)
+ cout << "SignalConnect. Connected? "
+ << std::boolalpha
+ << fsm.template is_flag_active<BOOST_MSM_EUML_FLAG_NAME(is_connected)>() << endl;
+ }
+ };
+ BOOST_MSM_EUML_ACTION(SignalDisconnect)
+ {
+ template <class FSM,class EVT,class SourceState,class TargetState>
+ void operator()(EVT const& ,FSM& fsm,SourceState& ,TargetState& )
+ {
+ // by default, this would be wrong (shows true)
+ cout << "SignalDisconnect. Connected? "
+ << std::boolalpha
+ << fsm.template is_flag_active<BOOST_MSM_EUML_FLAG_NAME(is_connected)>()
+ << endl;
+ }
+ };
+
+ // The list of FSM states
+ BOOST_MSM_EUML_ACTION(Connected_Entry)
+ {
+ template <class Event,class FSM,class STATE>
+ void operator()(Event const&,FSM&,STATE& )
+ {
+ std::cout << "entering: Connected" << std::endl;
+ }
+ };
+ BOOST_MSM_EUML_ACTION(Connected_Exit)
+ {
+ template <class Event,class FSM,class STATE>
+ void operator()(Event const&,FSM&,STATE& )
+ {
+ std::cout << "leaving: Connected" << std::endl;
+ }
+ };
+ BOOST_MSM_EUML_STATE(( Connected_Entry,Connected_Exit,
+ attributes_ << no_attributes_,
+ configure_<< is_connected ),Connected)
+
+ BOOST_MSM_EUML_ACTION(Disconnected_Entry)
+ {
+ template <class Event,class FSM,class STATE>
+ void operator()(Event const&,FSM&,STATE& )
+ {
+ std::cout << "entering: Disconnected" << std::endl;
+ }
+ };
+ BOOST_MSM_EUML_ACTION(Disconnected_Exit)
+ {
+ template <class Event,class FSM,class STATE>
+ void operator()(Event const&,FSM&,STATE& )
+ {
+ std::cout << "leaving: Disconnected" << std::endl;
+ }
+ };
+ BOOST_MSM_EUML_STATE(( Disconnected_Entry,Disconnected_Exit ),Disconnected)
+
+ // replaces the old transition table
+ BOOST_MSM_EUML_TRANSITION_TABLE((
+ Disconnected == Connected + disconnect / SignalDisconnect ,
+ Connected == Disconnected + connect / SignalConnect
+ // +------------------------------------------------------------------------------+
+ ),transition_table)
+
+ BOOST_MSM_EUML_ACTION(Log_No_Transition)
+ {
+ template <class FSM,class Event>
+ void operator()(Event const& e,FSM&,int state)
+ {
+ std::cout << "no transition from state " << state
+ << " on event " << typeid(e).name() << std::endl;
+ }
+ };
+
+ // create a state machine "on the fly"
+ BOOST_MSM_EUML_DECLARE_STATE_MACHINE(( transition_table, //STT
+ init_ << Disconnected, // Init State
+ no_action, // Entry
+ no_action, // Exit
+ attributes_ << no_attributes_, // Attributes
+ configure_ << switch_active_before_transition, // configuration
+ Log_No_Transition // no_transition handler
+ ),
+ Connection_) //fsm name
+
+ typedef msm::back::state_machine<Connection_> Connection;
+
+ void test()
+ {
+ Connection connection;
+ // needed to start the highest-level SM. This will call on_entry and mark the start of the SM
+ connection.start();
+ // signal a connection
+ connection.process_event(connect);
+ // signal a disconnection
+ connection.process_event(disconnect);
+ connection.stop();
+ }
+}
+
+int main()
+{
+ test();
+ return 0;
+}
+
+
diff --git a/libs/msm/doc/PDF/examples/ActiveStateSetBeforeTransition.cpp b/libs/msm/doc/PDF/examples/ActiveStateSetBeforeTransition.cpp
new file mode 100644
index 0000000000..769d7702f1
--- /dev/null
+++ b/libs/msm/doc/PDF/examples/ActiveStateSetBeforeTransition.cpp
@@ -0,0 +1,119 @@
+// 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 <iostream>
+// back-end
+#include <boost/msm/back/state_machine.hpp>
+
+//front-end
+#include <boost/msm/front/state_machine_def.hpp>
+// functors
+#include <boost/msm/front/functor_row.hpp>
+#include <boost/msm/front/euml/common.hpp>
+
+
+using namespace std;
+namespace msm = boost::msm;
+namespace mpl = boost::mpl;
+using namespace msm::front;
+
+namespace // Concrete FSM implementation
+{
+ // events
+ struct disconnect {};
+ struct connect {};
+
+ // flag
+ struct is_connected{};
+ // front-end: define the FSM structure
+ struct Connection_ : public msm::front::state_machine_def<Connection_>
+ {
+ // when a transition is about to be taken, we already update our currently active state(s)
+ typedef msm::active_state_switch_before_transition active_state_switch_policy;
+
+ // The list of FSM states
+ struct Connected : public msm::front::state<>
+ {
+ // in this state, we are connected
+ typedef mpl::vector1<is_connected> flag_list;
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "entering: Connected" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "leaving: Connected" << std::endl;}
+ };
+ struct Disconnected : public msm::front::state<>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const& ,FSM&) {std::cout << "entering: Disconnected" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "leaving: Disconnected" << std::endl;}
+ };
+
+ // transition actions
+ struct SignalConnect
+ {
+ template <class EVT,class FSM,class SourceState,class TargetState>
+ void operator()(EVT const&, FSM& fsm,SourceState& ,TargetState& )
+ {
+ // by default, this would be wrong (shows false)
+ cout << "SignalConnect. Connected? " << std::boolalpha << fsm.template is_flag_active<is_connected>() << endl;
+ }
+ };
+ struct SignalDisconnect
+ {
+ template <class EVT,class FSM,class SourceState,class TargetState>
+ void operator()(EVT const&, FSM& fsm,SourceState& ,TargetState& )
+ {
+ // by default, this would be wrong (shows true)
+ cout << "SignalDisconnect. Connected? " << std::boolalpha << fsm.template is_flag_active<is_connected>() << endl;
+ }
+ };
+
+ // the initial state of the player SM. Must be defined
+ typedef Disconnected initial_state;
+
+ // Transition table for player
+ struct transition_table : mpl::vector<
+ // Start Event Next Action Guard
+ // +--------------+-------------+--------------+---------------------------+----------------------+
+ Row < Connected , disconnect , Disconnected , SignalDisconnect , none >,
+ Row < Disconnected , connect , Connected , SignalConnect , none >
+ // +--------------+-------------+--------------+---------------------------+----------------------+
+ > {};
+ // 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;
+ }
+ };
+ // Pick a back-end
+ typedef msm::back::state_machine<Connection_> Connection;
+
+
+ void test()
+ {
+ Connection connection;
+ // needed to start the highest-level SM. This will call on_entry and mark the start of the SM
+ connection.start();
+ // signal a connection
+ connection.process_event(connect());
+ // signal a disconnection
+ connection.process_event(disconnect());
+ connection.stop();
+ }
+}
+
+int main()
+{
+ test();
+ return 0;
+}
diff --git a/libs/msm/doc/PDF/examples/AnonymousTutorial.cpp b/libs/msm/doc/PDF/examples/AnonymousTutorial.cpp
new file mode 100644
index 0000000000..557f90b1d3
--- /dev/null
+++ b/libs/msm/doc/PDF/examples/AnonymousTutorial.cpp
@@ -0,0 +1,133 @@
+// 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 <iostream>
+// back-end
+#include <boost/msm/back/state_machine.hpp>
+//front-end
+#include <boost/msm/front/state_machine_def.hpp>
+
+namespace msm = boost::msm;
+namespace mpl = boost::mpl;
+using namespace boost::msm::front;
+
+namespace
+{
+ // events
+ struct event1 {};
+
+
+ // front-end: define the FSM structure
+ struct my_machine_ : public msm::front::state_machine_def<my_machine_>
+ {
+ // The list of FSM states
+ struct State1 : public msm::front::state<>
+ {
+ // every (optional) entry/exit methods get the event passed.
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "entering: State1" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "leaving: State1" << std::endl;}
+ };
+ struct State2 : public msm::front::state<>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const& ,FSM&) {std::cout << "entering: State2" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "leaving: State2" << std::endl;}
+ };
+
+ struct State3 : public msm::front::state<>
+ {
+ // when stopped, the CD is loaded
+ template <class Event,class FSM>
+ void on_entry(Event const& ,FSM&) {std::cout << "entering: State3" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "leaving: State3" << std::endl;}
+ };
+
+ struct State4 : public msm::front::state<>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "entering: State4" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "leaving: State4" << std::endl;}
+ };
+
+ // the initial state of the player SM. Must be defined
+ typedef State1 initial_state;
+
+ // transition actions
+ void State2ToState3(none const&) { std::cout << "my_machine::State2ToState3\n"; }
+ void State3ToState4(none const&) { std::cout << "my_machine::State3ToState4\n"; }
+ // guard conditions
+ bool always_true(none const& evt)
+ {
+ std::cout << "always_true" << std::endl;
+ return true;
+ }
+ bool always_false(none const& evt)
+ {
+ std::cout << "always_false" << std::endl;
+ return false;
+ }
+
+ typedef my_machine_ p; // makes transition table cleaner
+
+ // Transition table for player
+ struct transition_table : mpl::vector<
+ // Start Event Next Action Guard
+ // +---------+-------------+---------+---------------------+----------------------+
+ _row < State1 , none , State2 >,
+ a_row < State2 , none , State3 , &p::State2ToState3 >,
+ // +---------+-------------+---------+---------------------+----------------------+
+ row < State3 , none , State4 , &p::State3ToState4 , &p::always_true >,
+ g_row < State3 , none , State4 , &p::always_false >,
+ _row < State4 , event1 , State1 >
+ // +---------+-------------+---------+---------------------+----------------------+
+ > {};
+ // 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;
+ }
+ };
+ // Pick a back-end
+ typedef msm::back::state_machine<my_machine_> my_machine;
+
+ //
+ // Testing utilities.
+ //
+ static char const* const state_names[] = { "State1", "State2", "State3", "State4" };
+ void pstate(my_machine const& p)
+ {
+ std::cout << " -> " << state_names[p.current_state()[0]] << std::endl;
+ }
+
+ void test()
+ {
+ my_machine p;
+
+ // needed to start the highest-level SM. This will call on_entry and mark the start of the SM
+ // in this case it will also immediately trigger all anonymous transitions
+ p.start();
+ // this event will bring us back to the initial state and thus, a new "loop" will be started
+ p.process_event(event1());
+
+ }
+}
+
+int main()
+{
+ test();
+ return 0;
+}
diff --git a/libs/msm/doc/PDF/examples/AnonymousTutorialEuml.cpp b/libs/msm/doc/PDF/examples/AnonymousTutorialEuml.cpp
new file mode 100644
index 0000000000..2ad0c5b3c3
--- /dev/null
+++ b/libs/msm/doc/PDF/examples/AnonymousTutorialEuml.cpp
@@ -0,0 +1,175 @@
+// 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 <iostream>
+// back-end
+#include <boost/msm/back/state_machine.hpp>
+#include <boost/msm/front/euml/euml.hpp>
+
+namespace msm = boost::msm;
+using namespace boost::msm::front::euml;
+
+namespace
+{
+ // events
+ BOOST_MSM_EUML_EVENT(event1)
+
+ BOOST_MSM_EUML_ACTION(State1_Entry)
+ {
+ template <class Event,class FSM,class STATE>
+ void operator()(Event const&,FSM&,STATE& )
+ {
+ std::cout << "entering: State1" << std::endl;
+ }
+ };
+ BOOST_MSM_EUML_ACTION(State1_Exit)
+ {
+ template <class Event,class FSM,class STATE>
+ void operator()(Event const&,FSM&,STATE& )
+ {
+ std::cout << "leaving: State1" << std::endl;
+ }
+ };
+ BOOST_MSM_EUML_ACTION(State2_Entry)
+ {
+ template <class Event,class FSM,class STATE>
+ void operator()(Event const&,FSM&,STATE& )
+ {
+ std::cout << "entering: State2" << std::endl;
+ }
+ };
+ BOOST_MSM_EUML_ACTION(State2_Exit)
+ {
+ template <class Event,class FSM,class STATE>
+ void operator()(Event const&,FSM&,STATE& )
+ {
+ std::cout << "leaving: State2" << std::endl;
+ }
+ };
+ BOOST_MSM_EUML_ACTION(State3_Entry)
+ {
+ template <class Event,class FSM,class STATE>
+ void operator()(Event const&,FSM&,STATE& )
+ {
+ std::cout << "entering: State3" << std::endl;
+ }
+ };
+ BOOST_MSM_EUML_ACTION(State3_Exit)
+ {
+ template <class Event,class FSM,class STATE>
+ void operator()(Event const&,FSM&,STATE& )
+ {
+ std::cout << "leaving: State3" << std::endl;
+ }
+ };
+ BOOST_MSM_EUML_ACTION(State4_Entry)
+ {
+ template <class Event,class FSM,class STATE>
+ void operator()(Event const&,FSM&,STATE& )
+ {
+ std::cout << "entering: State4" << std::endl;
+ }
+ };
+ BOOST_MSM_EUML_ACTION(State4_Exit)
+ {
+ template <class Event,class FSM,class STATE>
+ void operator()(Event const&,FSM&,STATE& )
+ {
+ std::cout << "leaving: State4" << std::endl;
+ }
+ };
+
+ // The list of FSM states
+ BOOST_MSM_EUML_STATE(( State1_Entry,State1_Exit ),State1)
+ BOOST_MSM_EUML_STATE(( State2_Entry,State2_Exit ),State2)
+ BOOST_MSM_EUML_STATE(( State3_Entry,State3_Exit ),State3)
+ BOOST_MSM_EUML_STATE(( State4_Entry,State4_Exit ),State4)
+
+ // transition actions
+ BOOST_MSM_EUML_ACTION(State2ToState3)
+ {
+ template <class FSM,class EVT,class SourceState,class TargetState>
+ void operator()(EVT const& ,FSM&,SourceState& ,TargetState& )
+ {
+ std::cout << "my_machine::State2ToState3" << std::endl;
+ }
+ };
+ BOOST_MSM_EUML_ACTION(State3ToState4)
+ {
+ template <class FSM,class EVT,class SourceState,class TargetState>
+ void operator()(EVT const& ,FSM&,SourceState& ,TargetState& )
+ {
+ std::cout << "my_machine::State3ToState4" << std::endl;
+ }
+ };
+ // guard conditions
+ BOOST_MSM_EUML_ACTION(always_true)
+ {
+ template <class FSM,class EVT,class SourceState,class TargetState>
+ bool operator()(EVT const& evt,FSM&,SourceState& ,TargetState& )
+ {
+ std::cout << "always_true" << std::endl;
+ return true;
+ }
+ };
+ BOOST_MSM_EUML_ACTION(always_false)
+ {
+ template <class FSM,class EVT,class SourceState,class TargetState>
+ bool operator()(EVT const& evt,FSM&,SourceState& ,TargetState& )
+ {
+ std::cout << "always_false" << std::endl;
+ return false;
+ }
+ };
+ // replaces the old transition table
+ BOOST_MSM_EUML_TRANSITION_TABLE((
+ State2 == State1 ,
+ State3 == State2 / State2ToState3,
+ State4 == State3 [always_true] / State3ToState4,
+ State4 == State3 [always_false],
+ State1 == State4 + event1
+ // +------------------------------------------------------------------------------+
+ ),transition_table)
+
+ // create a state machine "on the fly"
+ BOOST_MSM_EUML_DECLARE_STATE_MACHINE(( transition_table, //STT
+ init_ << State1 // Init State
+ ),
+ my_machine_) //fsm name
+
+ // Pick a back-end
+ typedef msm::back::state_machine<my_machine_> my_machine;
+
+ //
+ // Testing utilities.
+ //
+ static char const* const state_names[] = { "State1", "State2", "State3", "State4" };
+ void pstate(my_machine const& p)
+ {
+ std::cout << " -> " << state_names[p.current_state()[0]] << std::endl;
+ }
+
+ void test()
+ {
+ my_machine p;
+
+ // needed to start the highest-level SM. This will call on_entry and mark the start of the SM
+ // in this case it will also immediately trigger all anonymous transitions
+ p.start();
+ // this event will bring us back to the initial state and thus, a new "loop" will be started
+ p.process_event(event1);
+ }
+}
+
+int main()
+{
+ test();
+ return 0;
+}
diff --git a/libs/msm/doc/PDF/examples/AnonymousTutorialWithFunctors.cpp b/libs/msm/doc/PDF/examples/AnonymousTutorialWithFunctors.cpp
new file mode 100644
index 0000000000..4bcd7ad37c
--- /dev/null
+++ b/libs/msm/doc/PDF/examples/AnonymousTutorialWithFunctors.cpp
@@ -0,0 +1,158 @@
+// 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 <iostream>
+// back-end
+#include <boost/msm/back/state_machine.hpp>
+//front-end
+#include <boost/msm/front/state_machine_def.hpp>
+// functors
+#include <boost/msm/front/functor_row.hpp>
+#include <boost/msm/front/euml/common.hpp>
+
+namespace msm = boost::msm;
+namespace mpl = boost::mpl;
+using namespace boost::msm::front;
+
+namespace
+{
+ // events
+ struct event1 {};
+
+
+ // front-end: define the FSM structure
+ struct my_machine_ : public msm::front::state_machine_def<my_machine_>
+ {
+ // The list of FSM states
+ struct State1 : public msm::front::state<>
+ {
+ // every (optional) entry/exit methods get the event passed.
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "entering: State1" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "leaving: State1" << std::endl;}
+ };
+ struct State2 : public msm::front::state<>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const& ,FSM&) {std::cout << "entering: State2" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "leaving: State2" << std::endl;}
+ };
+
+ struct State3 : public msm::front::state<>
+ {
+ // when stopped, the CD is loaded
+ template <class Event,class FSM>
+ void on_entry(Event const& ,FSM&) {std::cout << "entering: State3" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "leaving: State3" << std::endl;}
+ };
+
+ struct State4 : public msm::front::state<>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "entering: State4" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "leaving: State4" << std::endl;}
+ };
+
+ // the initial state of the player SM. Must be defined
+ typedef State1 initial_state;
+
+ // transition actions
+ struct State2ToState3
+ {
+ template <class EVT,class FSM,class SourceState,class TargetState>
+ void operator()(EVT const& ,FSM& ,SourceState& ,TargetState& )
+ {
+ std::cout << "my_machine::State2ToState3" << std::endl;
+ }
+ };
+ struct State3ToState4
+ {
+ template <class EVT,class FSM,class SourceState,class TargetState>
+ void operator()(EVT const& ,FSM& ,SourceState& ,TargetState& )
+ {
+ std::cout << "my_machine::State3ToState4" << std::endl;
+ }
+ };
+ // guard conditions
+ struct always_true
+ {
+ template <class EVT,class FSM,class SourceState,class TargetState>
+ bool operator()(EVT const& evt,FSM& fsm,SourceState& src,TargetState& tgt)
+ {
+ std::cout << "always_true" << std::endl;
+ return true;
+ }
+ };
+ struct always_false
+ {
+ template <class EVT,class FSM,class SourceState,class TargetState>
+ bool operator()(EVT const& evt,FSM& fsm,SourceState& src,TargetState& tgt)
+ {
+ std::cout << "always_false" << std::endl;
+ return true;
+ }
+ };
+
+ typedef my_machine_ p; // makes transition table cleaner
+
+ // Transition table for player
+ struct transition_table : mpl::vector<
+ // Start Event Next Action Guard
+ // +---------+-------------+---------+---------------------+----------------------+
+ Row < State1 , none , State2 >,
+ Row < State2 , none , State3 , State2ToState3 >,
+ Row < State3 , none , State4 , none , always_false >,
+ // +---------+-------------+---------+---------------------+----------------------+
+ Row < State3 , none , State4 , State3ToState4 , always_true >,
+ Row < State4 , event1 , State1 >
+ // +---------+-------------+---------+---------------------+----------------------+
+ > {};
+ // 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;
+ }
+ };
+ // Pick a back-end
+ typedef msm::back::state_machine<my_machine_> my_machine;
+
+ //
+ // Testing utilities.
+ //
+ static char const* const state_names[] = { "State1", "State2", "State3", "State4" };
+ void pstate(my_machine const& p)
+ {
+ std::cout << " -> " << state_names[p.current_state()[0]] << std::endl;
+ }
+
+ void test()
+ {
+ my_machine p;
+
+ // needed to start the highest-level SM. This will call on_entry and mark the start of the SM
+ // in this case it will also immediately trigger all anonymous transitions
+ p.start();
+ // this event will bring us back to the initial state and thus, a new "loop" will be started
+ p.process_event(event1());
+
+ }
+}
+
+int main()
+{
+ test();
+ return 0;
+}
diff --git a/libs/msm/doc/PDF/examples/BoostCon09Full.cpp b/libs/msm/doc/PDF/examples/BoostCon09Full.cpp
new file mode 100644
index 0000000000..f4a2d7b047
--- /dev/null
+++ b/libs/msm/doc/PDF/examples/BoostCon09Full.cpp
@@ -0,0 +1,370 @@
+// 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 <vector>
+#include <iostream>
+#include <boost/mpl/vector/vector50.hpp>
+#include <boost/msm/back/state_machine.hpp>
+#include <boost/msm/front/state_machine_def.hpp>
+#include <boost/msm/back/tools.hpp>
+
+namespace msm = boost::msm;
+namespace mpl = boost::mpl;
+
+namespace // Concrete FSM implementation
+{
+ // events
+ struct play {};
+ struct end_pause {};
+ struct stop {};
+ struct pause {};
+ struct open_close {};
+ struct NextSong {};
+ // event which every other event can convert to
+ struct AllSongsPlayed
+ {
+ template <class Event>
+ AllSongsPlayed(Event const&){}
+ };
+ struct PreviousSong {};
+ struct error_found {};
+ struct end_error {};
+
+ // Flags. Allow information about a property of the current state
+ struct CDLoaded {};
+ struct FirstSongPlaying {};
+
+ // A "complicated" event type that carries some data.
+ enum DiskTypeEnum
+ {
+ DISK_CD=0,
+ DISK_DVD=1
+ };
+ struct cd_detected
+ {
+ cd_detected(DiskTypeEnum diskType): disc_type(diskType) {}
+ DiskTypeEnum disc_type;
+ };
+
+ // Concrete FSM implementation
+ struct player_ : public msm::front::state_machine_def<player_>
+ {
+ // The list of FSM states
+ struct Empty : public msm::front::state<>
+ {
+ typedef mpl::vector<play> deferred_events;
+ // every (optional) entry/exit methods get the event packed as boost::any. Not useful very often.
+ 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<>
+ {
+ typedef mpl::vector1<CDLoaded> flag_list;
+ typedef mpl::vector<play> deferred_events;
+ 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;}
+ };
+ // a state needing a pointer to the containing state machine
+ // and using for this the non-default policy
+ // if policy used, set_sm_ptr is needed
+ struct Stopped : public msm::front::state<default_base_state,msm::front::sm_ptr>
+ {
+ // when stopped, the CD is loaded
+ typedef mpl::vector1<CDLoaded> flag_list;
+ 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;}
+ void set_sm_ptr(player_* pl){m_player=pl;}
+ player_* m_player;
+ };
+ // the player state machine contains a state which is himself a state machine
+ // it demonstrates Shallow History: if the state gets activated with end_pause
+ // then it will remember the last active state and reactivate it
+ // also possible: AlwaysHistory, the last active state will always be reactivated
+ // or NoHistory, always restart from the initial state
+ struct Playing_ : public msm::front::state_machine_def<Playing_>
+ {
+ // when playing, the CD is loaded and we are in either pause or playing (duh)
+ typedef mpl::vector<CDLoaded> flag_list;
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "entering: Playing" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "leaving: Playing" << std::endl;}
+
+ // The list of FSM states
+ struct Song1 : public msm::front::state<>
+ {
+ typedef mpl::vector1<FirstSongPlaying> flag_list;
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "starting: First song" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "finishing: First Song" << std::endl;}
+ };
+ struct Song2 : public msm::front::state<>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "starting: Second song" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "finishing: Second Song" << std::endl;}
+ };
+ struct Song3 : public msm::front::state<>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "starting: Third song" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "finishing: Third Song" << std::endl;}
+ };
+ struct CDFinished : public msm::front::exit_pseudo_state<AllSongsPlayed>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "entering: Playing::CDFinished" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "leaving: Playing::CDFinished" << std::endl;}
+ };
+ // 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"; }
+ void all_songs_played(NextSong const&) { std::cout << "Playing::all_songs_played\n"; }
+ // guard conditions
+
+ typedef Playing_ pl; // makes transition table cleaner
+ // Transition table for Playing
+ struct transition_table : mpl::vector<
+ // 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 >,
+ a_row < Song3 , NextSong , CDFinished , &pl::all_songs_played >
+ // +---------+---------------+---------+---------------------+----------------------+
+ > {};
+ // 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_,msm::back::ShallowHistory<mpl::vector<end_pause> > > Playing;
+
+ // the player state machine contains a state which is himself a state machine (2 of them, Playing and Paused)
+ struct Paused : public msm::front::state<>
+ {
+ typedef mpl::vector<CDLoaded> flag_list;
+ 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;}
+ };
+
+ struct AllOk : public msm::front::state<>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "starting: AllOk" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "finishing: AllOk" << std::endl;}
+ };
+ struct ErrorMode : //public msm::front::terminate_state<>
+ public msm::front::interrupt_state<end_error>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "starting: ErrorMode" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "finishing: ErrorMode" << std::endl;}
+ };
+
+ // the initial state of the player SM. Must be defined
+ typedef mpl::vector<Empty,AllOk> initial_state;
+
+ // transition actions
+ void start_playback(play const&) { std::cout << "player::start_playback\n"; }
+ void open_drawer(open_close const&) { std::cout << "player::open_drawer\n"; }
+ void close_drawer(open_close const&) { std::cout << "player::close_drawer\n"; }
+ void store_cd_info(cd_detected const&)
+ {
+ std::cout << "player::store_cd_info\n";
+ // generate another event to test the queue
+ //cd.m_player.process_event(play());
+ }
+ void stop_playback(stop const&) { std::cout << "player::stop_playback\n"; }
+ void end_playback (AllSongsPlayed const&) { std::cout << "player::end_playback\n"; }
+ void pause_playback(pause const&) { std::cout << "player::pause_playback\n"; }
+ void resume_playback(end_pause const&) { std::cout << "player::resume_playback\n"; }
+ void stop_and_open(open_close const&) { std::cout << "player::stop_and_open\n"; }
+ void stopped_again(stop const&){std::cout << "player::stopped_again\n";}
+ void report_error(error_found const&) {std::cout << "player::report_error\n";}
+ void report_end_error(end_error const&) {std::cout << "player::report_end_error\n";}
+ // guard conditions
+ bool good_disk_format(cd_detected const& evt)
+ {
+ // to test a guard condition, let's say we understand only CDs, not DVD
+ if (evt.disc_type != DISK_CD)
+ {
+ std::cout << "wrong disk, sorry" << std::endl;
+ return false;
+ }
+ return true;
+ }
+
+ 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 >,
+ row < Empty , cd_detected , Stopped , &p::store_cd_info ,&p::good_disk_format >,
+ // +-------------+---------------+---------+---------------------+----------------------+
+ 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 < Playing::exit_pt<
+ Playing_::CDFinished> , AllSongsPlayed, Stopped , &p::end_playback >,
+ // +-------------+---------------+---------+---------------------+----------------------+
+ 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 >,
+ // +-------------+---------------+---------+---------------------+----------------------+
+ a_row < AllOk , error_found ,ErrorMode, &p::report_error >,
+ a_row < ErrorMode ,end_error ,AllOk , &p::report_end_error >
+ // +-------------+---------------+---------+---------------------+----------------------+
+ > {};
+
+
+ // 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.
+ //
+
+ void pstate(player const& p)
+ {
+ typedef player::stt Stt;
+ typedef msm::back::generate_state_set<Stt>::type all_states;
+ static char const* state_names[mpl::size<all_states>::value];
+ // 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));
+
+ for (unsigned int i=0;i<player::nr_regions::value;++i)
+ {
+ std::cout << " -> " << state_names[p.current_state()[i]] << std::endl;
+ }
+ }
+
+ void test()
+ {
+ player p;
+ // needed to start the highest-level SM. This will call on_entry and mark the start of the SM
+ p.start();
+ std::cout << "CDLoaded active:" << std::boolalpha << p.is_flag_active<CDLoaded>() << std::endl; //=> false (no CD yet)
+
+ // test deferred event
+ // deferred in Empty and Open, will be handled only after event cd_detected
+ std::cout << "play is not handled in the current state but is marked as delayed" << std::endl;
+ p.process_event(play()); pstate(p);
+ std::cout << "cd_detected will cause play to be handled also" << std::endl;
+ // will be rejected, wrong disk type
+ p.process_event(cd_detected(DISK_DVD)); pstate(p);
+ // will be accepted, wrong disk type
+ p.process_event(cd_detected(DISK_CD)); pstate(p);
+
+ std::cout << "FirstSong active:" << std::boolalpha << p.is_flag_active<FirstSongPlaying>() << std::endl; //=> true
+ p.process_event(NextSong());pstate(p);
+ // We are now in second song, Flag inactive
+ std::cout << "FirstSong active:" << std::boolalpha << p.is_flag_active<FirstSongPlaying>() << std::endl;//=> false
+ p.process_event(NextSong());pstate(p);
+ // 2nd song active
+ p.process_event(PreviousSong());pstate(p);
+ // Pause
+ p.process_event(pause()); pstate(p);
+ // go back to Playing
+ // but end_pause is an event activating the History
+ // => keep the last active State (SecondSong)
+ p.process_event(end_pause()); pstate(p);
+ // force an exit by listening all the songs
+ p.process_event(NextSong());
+ p.process_event(NextSong());pstate(p);
+
+ std::cout << "CDLoaded active:" << std::boolalpha << p.is_flag_active<CDLoaded>() << std::endl;//=> true
+ std::cout << "FirstSong active:" << std::boolalpha << p.is_flag_active<FirstSongPlaying>() << std::endl;//=> false
+
+ // go back to Playing
+ // but play is not leading to Shallow History => do not remember the last active State (SecondSong)
+ // and activate again FirstSong and LightOn
+ p.process_event(play()); pstate(p);
+ p.process_event(error_found()); pstate(p);
+
+ // try generating more events
+ std::cout << "Trying to generate another event" << std::endl; // will not work, fsm is terminated or interrupted
+ p.process_event(NextSong());pstate(p);
+
+ std::cout << "Trying to end the error" << std::endl; // will work only if ErrorMode is interrupt state
+ p.process_event(end_error());pstate(p);
+ std::cout << "Trying to generate another event" << std::endl; // will work only if ErrorMode is interrupt state
+ p.process_event(NextSong());pstate(p);
+
+ // the states and events of the higher level FSM (player)
+ typedef player::stt Stt;
+ typedef msm::back::generate_state_set<Stt>::type simple_states;
+
+ std::cout << "the state list:" << std::endl;
+ mpl::for_each<simple_states,boost::msm::wrap<mpl::placeholders::_1> >(msm::back::display_type ());
+
+ std::cout << "the event list:" << std::endl;
+ typedef msm::back::generate_event_set<Stt>::type event_list;
+ mpl::for_each<event_list,boost::msm::wrap<mpl::placeholders::_1> >(msm::back::display_type ());
+ std::cout << std::endl;
+
+ // the states and events recursively searched
+ typedef msm::back::recursive_get_transition_table<player>::type recursive_stt;
+
+ std::cout << "the state list (including sub-SMs):" << std::endl;
+
+ typedef msm::back::generate_state_set<recursive_stt>::type all_states;
+ mpl::for_each<all_states,boost::msm::wrap<mpl::placeholders::_1> >(msm::back::display_type ());
+
+ std::cout << "the event list (including sub-SMs):" << std::endl;
+ typedef msm::back::generate_event_set<recursive_stt>::type all_events;
+ mpl::for_each<all_events,boost::msm::wrap<mpl::placeholders::_1> >(msm::back::display_type ());
+
+ }
+}
+
+int main()
+{
+ test();
+ return 0;
+}
+
+
diff --git a/libs/msm/doc/PDF/examples/CompilerStressTestEuml.cpp b/libs/msm/doc/PDF/examples/CompilerStressTestEuml.cpp
new file mode 100644
index 0000000000..7bde7f5487
--- /dev/null
+++ b/libs/msm/doc/PDF/examples/CompilerStressTestEuml.cpp
@@ -0,0 +1,446 @@
+// 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 <vector>
+#include <list>
+#include <set>
+#include <map>
+#include <iostream>
+
+// we need more than the default 10 states
+#define FUSION_MAX_VECTOR_SIZE 15
+
+#include <boost/msm/back/state_machine.hpp>
+#include <boost/msm/front/euml/euml.hpp>
+#include <boost/msm/front/euml/stl.hpp>
+
+using namespace std;
+using namespace boost::msm::front::euml;
+namespace msm = boost::msm;
+
+// how long the timer will ring when countdown elapsed.
+#define RINGING_TIME 5
+
+namespace // Concrete FSM implementation
+{
+ // flag
+ BOOST_MSM_EUML_FLAG(SomeFlag)
+
+ // declares attributes with type and name. Can be used anywhere after
+ BOOST_MSM_EUML_DECLARE_ATTRIBUTE(std::string,m_song)
+ BOOST_MSM_EUML_DECLARE_ATTRIBUTE(int,m_song_id)
+
+ // declare that a type inheriting from OneSongDef will get these 2 attributes
+ BOOST_MSM_EUML_ATTRIBUTES((attributes_ << m_song << m_song_id ), OneSongDef)
+ // events
+ // this event is done "manually", not using any predefined macro
+ struct OneSong_impl : euml_event<OneSong_impl>,OneSongDef
+ {
+ OneSong_impl(){}
+ OneSong_impl(const string& asong)
+ {
+ get_attribute(m_song)=asong;
+ get_attribute(m_song_id)=1;
+ }
+ OneSong_impl(const OneSong_impl& asong)
+ {
+ get_attribute(m_song)=asong.get_attribute(m_song);
+ get_attribute(m_song_id)=1;
+ }
+ const string& get_data() const {return get_attribute(m_song);}
+ };
+ // declare an instance for use in the transition table
+ OneSong_impl const OneSong;
+
+ struct SongComparator : euml_action<SongComparator>
+ {
+ bool operator()(const OneSong_impl& lhs,const OneSong_impl& rhs)const
+ {
+ return lhs.get_data() == rhs.get_data();
+ }
+ };
+ struct SongLessComparator : euml_action<SongLessComparator>
+ {
+ bool operator()(const OneSong_impl& lhs,const OneSong_impl& rhs)const
+ {
+ return lhs.get_data() < rhs.get_data();
+ }
+ };
+ struct Comparator
+ {
+ template <class T>
+ bool operator()(const T& lhs,const T& rhs)const
+ {
+ return lhs < rhs;
+ }
+ };
+ struct RemoveDummy
+ {
+ bool operator()(const OneSong_impl& lhs)const
+ {
+ return (lhs.get_attribute(m_song).compare(std::string("She-Dummy. Remove this one"))==0 );
+ }
+ };
+ template <int val>
+ struct LookFor
+ {
+ template <class T>
+ bool operator()(const T& lhs)const
+ {
+ return lhs == val;
+ }
+ };
+ template <int val>
+ struct LessThan
+ {
+ template <class T>
+ bool operator()(const T& lhs)const
+ {
+ return lhs < val;
+ }
+ };
+ BOOST_MSM_EUML_ACTION(SongDeleter)
+ {
+ bool operator()(const OneSong_impl& lhs)const
+ {
+ return lhs.get_data() == "Twist and Shout";
+ }
+ };
+ struct Generator
+ {
+ int operator()()const
+ {
+ return 1;
+ }
+ };
+ struct Print
+ {
+ template <class T>
+ void operator()(const T& lhs)const
+ {
+ std::cout << "Song:" << lhs.get_data() << endl;
+ }
+ };
+ BOOST_MSM_EUML_ATTRIBUTES((attributes_ << m_song ), NotFoundDef)
+ // declare an event instance called NotFound with the defined attributes
+ // these attributes can then be referenced anywhere (stt, state behaviors)
+ BOOST_MSM_EUML_EVENT_WITH_ATTRIBUTES(NotFound,NotFoundDef)
+
+ BOOST_MSM_EUML_ATTRIBUTES((attributes_ << m_song ), FoundDef)
+ struct Found_impl : euml_event<Found_impl>,FoundDef
+ {
+ Found_impl(){}
+ Found_impl (const string& data)
+ {
+ get_attribute(m_song)=data;
+ }
+ int foo()const {std::cout << "foo()" << std::endl; return 0;}
+ int foo(int i)const {std::cout << "foo(int):" << i << std::endl; return 1;}
+ int foo(int i,int j)const {std::cout << "foo(int,int):" << i <<"," << j << std::endl; return 2;}
+
+ };
+ Found_impl const Found;
+ // some functions to call
+ // this macro creates a functor and an eUML function wrapper. Now, foo_ can be used anywhere
+ BOOST_MSM_EUML_METHOD(FoundFoo_ , foo , foo_ , int , int )
+
+ template <class T>
+ int do_print(T& t ) {std::cout << "print(T):" << typeid(T).name() << std::endl;return 1;}
+ BOOST_MSM_EUML_FUNCTION(PrintState_ , do_print , print_ , int , int )
+
+ BOOST_MSM_EUML_EVENT(Done)
+
+ // Concrete FSM implementation
+ struct some_base
+ {
+ int foobar()const {std::cout << "foobar()" << std::endl; return 0;}
+ int foobar(int i)const {std::cout << "foobar(int):" << i << std::endl; return 1;}
+ int foobar(int i,int j)const {std::cout << "foobar(int,int):" << i <<"," << j << std::endl; return 2;}
+ };
+ // some functions to call
+ BOOST_MSM_EUML_METHOD(FooBar_ , foobar , foobar_ , int , int )
+
+ // fsm attributes
+ BOOST_MSM_EUML_DECLARE_ATTRIBUTE(vector<OneSong_impl>,m_src_container)
+ BOOST_MSM_EUML_DECLARE_ATTRIBUTE(list<OneSong_impl>,m_tgt_container)
+ BOOST_MSM_EUML_DECLARE_ATTRIBUTE(list<int>,m_var2)
+ BOOST_MSM_EUML_DECLARE_ATTRIBUTE(list<int>,m_var3)
+ BOOST_MSM_EUML_DECLARE_ATTRIBUTE(set<int>,m_var4)
+ typedef std::map<int,int> int_int_map;
+ BOOST_MSM_EUML_DECLARE_ATTRIBUTE(int_int_map,m_var5)
+ BOOST_MSM_EUML_DECLARE_ATTRIBUTE(std::string,m_var6)
+ BOOST_MSM_EUML_DECLARE_ATTRIBUTE(std::string,m_var7)
+ BOOST_MSM_EUML_DECLARE_ATTRIBUTE(vector<int>,m_var8)
+ BOOST_MSM_EUML_DECLARE_ATTRIBUTE(vector<int>,m_var9)
+ BOOST_MSM_EUML_DECLARE_ATTRIBUTE(int,m_var10)
+
+ // The list of FSM states
+ BOOST_MSM_EUML_STATE(( ( insert_(fsm_(m_tgt_container),end_(fsm_(m_tgt_container)),
+ append_(event_(m_song),fsm_(m_var7)) ),//foo_(event_,Int_<0>()) ,
+ //foo_(event_,Int_<0>(),Int_<1>()),print_(state_),
+ process_(Done/*,fsm_*/),if_then_(true_,true_) ),
+ no_action
+ ),Insert)
+
+ BOOST_MSM_EUML_DECLARE_ATTRIBUTE(std::string,m_letters)
+ BOOST_MSM_EUML_STATE(( if_then_else_( (string_find_(event_(m_song),state_(m_letters),Size_t_<0>()) != Npos_<string>()&&
+ string_find_(event_(m_song),Char_<'S'>(),Size_t_<0>()) != Npos_<string>()&&
+ string_find_first_of_(event_(m_song),Char_<'S'>()) == Size_t_<0>() &&
+ string_compare_(event_(m_song),Int_<0>(),size_(event_(m_song)),event_(m_song)) == Int_<0>()
+ //&& is_flag_(SomeFlag(),fsm_())
+ //&& ( event_(m_song_id) == Int_<1>())
+ //&& string_find_(event_(m_song),String_<mpl::string<'Sh','e'> >())
+ // != Npos_<string>()
+
+ ),
+ process2_(Found,
+ //string_insert_(event_(m_song),Size_t_<0>(),fsm_(m_var6)) ),
+ string_replace_(
+ string_assign_(
+ string_erase_(
+ string_insert_(
+ substr_(event_(m_song),Size_t_<1>()),
+ Size_t_<0>(),
+ Size_t_<1>(),
+ Char_<'S'>()),
+ Size_t_<0>(),
+ Size_t_<1>() ),
+ event_(m_song) ),
+ Size_t_<0>(),
+ Size_t_<1>(),
+ c_str_(fsm_(m_var6))
+ /*Size_t_<1>(),
+ Char_<'s'>()*/ ) ),
+ process2_(NotFound,event_(m_song),fsm_) ) ,
+ no_action,
+ attributes_ << m_letters,
+ configure_<< SomeFlag ),StringFind)
+
+ BOOST_MSM_EUML_DECLARE_ATTRIBUTE(vector<OneSong_impl>::iterator,m_src_it)
+ BOOST_MSM_EUML_STATE(( if_then_( (state_(m_src_it) != end_(fsm_(m_src_container)) &&
+ //associative_find_(fsm_(m_var4),Int_<9>()) != end_(fsm_(m_var4))&&
+ //associative_count_(fsm_(m_var4),Int_<9>()) == Size_t_<1>() &&
+ //*associative_upper_bound_(fsm_(m_var4),Int_<8>()) == Int_<9>()&&
+ //*associative_lower_bound_(fsm_(m_var4),Int_<9>()) == Int_<9>() &&
+ //second_(associative_equal_range_(fsm_(m_var4),Int_<8>())) == associative_upper_bound_(fsm_(m_var4),Int_<8>()) &&
+ //first_(associative_equal_range_(fsm_(m_var4),Int_<8>())) == associative_lower_bound_(fsm_(m_var4),Int_<8>())&&
+ //second_(*associative_lower_bound_(fsm_(m_var5),Int_<0>())) == Int_<0>() && //map => pair as return
+ //find_if_(begin_(fsm_(m_var4)),end_(fsm_(m_var4)),Predicate_<LookFor<8> >()) != end_(fsm_(m_var4))&&
+ //*lower_bound_(begin_(fsm_(m_var4)),end_(fsm_(m_var4)),Int_<9>(),Predicate_<std::less<int> >()) == Int_<9>()&&
+ //*upper_bound_(begin_(fsm_(m_var4)),end_(fsm_(m_var4)),Int_<8>(),Predicate_<std::less<int> >()) == Int_<9>() &&
+ //second_(equal_range_(begin_(fsm_(m_var4)),end_(fsm_(m_var4)),Int_<8>()))
+ // == upper_bound_(begin_(fsm_(m_var4)),end_(fsm_(m_var4)),Int_<8>()) &&
+ //first_(equal_range_(begin_(fsm_(m_var4)),end_(fsm_(m_var4)),Int_<9>(),Predicate_<std::less<int> >()))
+ // == lower_bound_(begin_(fsm_(m_var4)),end_(fsm_(m_var4)),Int_<9>(),Predicate_<std::less<int> >())&&
+ //binary_search_(begin_(fsm_(m_var4)),end_(fsm_(m_var4)),Int_<9>(),Predicate_<std::less<int> >())&&
+ //binary_search_(begin_(fsm_(m_var4)),end_(fsm_(m_var4)),Int_<9>())&&
+ //count_(begin_(fsm_(m_var4)),end_(fsm_(m_var4)),Int_<9>()) == Int_<1>()&&
+ //count_if_(begin_(fsm_(m_var4)),end_(fsm_(m_var4)),Predicate_<LookFor<9> >()) == Int_<1>()&&
+ //distance_(begin_(fsm_(m_var4)),end_(fsm_(m_var4))) == Int_<2>()&&
+ //*min_element_(begin_(fsm_(m_var4)),end_(fsm_(m_var4)),Predicate_<std::less<int> >()) == Int_<8>()&&
+ //*max_element_(begin_(fsm_(m_var4)),end_(fsm_(m_var4)),Predicate_<std::less<int> >()) == Int_<9>()&&
+ //adjacent_find_(begin_(fsm_(m_var4)),end_(fsm_(m_var4))) == end_(fsm_(m_var4))&&
+ //*find_end_(begin_(fsm_(m_var8)),end_(fsm_(m_var8)),begin_(fsm_(m_var9)),end_(fsm_(m_var9)))
+ // == Int_<1>()&&
+ //*find_first_of_(begin_(fsm_(m_var8)),end_(fsm_(m_var8)),begin_(fsm_(m_var9)),end_(fsm_(m_var9)))
+ // == Int_<1>()&&
+ //equal_(begin_(fsm_(m_var9)),end_(fsm_(m_var9)),begin_(fsm_(m_var8)))&&
+ //*search_(begin_(fsm_(m_var8)),end_(fsm_(m_var8)),begin_(fsm_(m_var9)),end_(fsm_(m_var9)))
+ // == Int_<1>()&&
+ //includes_(begin_(fsm_(m_var8)),end_(fsm_(m_var8)),begin_(fsm_(m_var9)),end_(fsm_(m_var9)))&&
+ //!lexicographical_compare_(begin_(fsm_(m_var8)),end_(fsm_(m_var8)),
+ // begin_(fsm_(m_var9)),end_(fsm_(m_var9)))&&
+ //first_(mismatch_(begin_(fsm_(m_var9)),end_(fsm_(m_var9)),begin_(fsm_(m_var8))))
+ // == end_(fsm_(m_var9)) &&
+ accumulate_(begin_(fsm_(m_var9)),end_(fsm_(m_var9)),Int_<1>(),
+ Predicate_<std::plus<int> >()) == Int_<1>()
+ ),
+ (process2_(OneSong,*(state_(m_src_it)++))/*,foobar_(fsm_,Int_<0>())*/ ) ),
+ no_action,
+ attributes_ << m_src_it
+ , configure_<< SomeFlag ),Foreach)
+
+
+ // replaces the old transition table
+ BOOST_MSM_EUML_TRANSITION_TABLE((
+ StringFind == Foreach + OneSong[if_then_else_(true_,true_,true_)],
+ Insert == StringFind + Found / (if_then_(true_,no_action)),
+ Foreach == StringFind + NotFound ,
+ Foreach == Insert + Done
+ // +------------------------------------------------------------------------------+
+ ),transition_table )
+
+ BOOST_MSM_EUML_ACTION(Log_No_Transition)
+ {
+ template <class FSM,class Event>
+ void operator()(Event const& e,FSM&,int state)
+ {
+ std::cout << "no transition from state " << state
+ << " on event " << typeid(e).name() << std::endl;
+ }
+ };
+ // create a state machine "on the fly"
+ BOOST_MSM_EUML_DECLARE_STATE_MACHINE(( transition_table, //STT
+ init_ << Foreach, // Init
+ //insert_(state_(m_var4),begin_(state_(m_var2)),end_(state_(m_var2))),
+ (insert_(state_(m_var4),Int_<5>()),insert_(state_(m_var4),Int_<6>()),insert_(state_(m_var4),Int_<7>()),
+ insert_(state_(m_var4),Int_<8>()),insert_(state_(m_var4),Int_<9>()),
+ associative_erase_(state_(m_var4),Int_<6>()),associative_erase_(state_(m_var4),begin_(state_(m_var4))),
+ associative_erase_(state_(m_var4),begin_(state_(m_var4)),++begin_(state_(m_var4))),
+ insert_(state_(m_var2),begin_(state_(m_var2)),begin_(state_(m_var3)),end_(state_(m_var3))),
+ state_(m_var5)[Int_<0>()]=Int_<0>(),state_(m_var5)[Int_<1>()]=Int_<1>()
+ ,attribute_(substate_(Foreach,fsm_),m_src_it)
+ = begin_(fsm_(m_src_container))
+ //,fill_(begin_(state_(m_var9)),end_(state_(m_var9)),Int_<0>())
+ //,fill_n_(begin_(state_(m_var9)),Size_t_<2>(),Int_<0>())
+ //,transform_(begin_(state_(m_var4)),end_(state_(m_var4)),begin_(state_(m_var2)),begin_(state_(m_var4)),
+ // Predicate_<std::plus<int> >())
+ //,process_(Done,fsm_(),fsm_)
+ //,process_(Done,fsm_)
+ //,fsm_
+ //,foobar_(state_,Int_<0>(),Int_<1>())
+ //,nth_element_(begin_(state_(m_var9)),++begin_(state_(m_var9)),end_(state_(m_var9)),Predicate_<std::less<int> >())
+ //,partial_sort_(begin_(state_(m_var9)),end_(state_(m_var9)),end_(state_(m_var9)),Predicate_<std::less<int> >())
+ //,partial_sort_copy_(begin_(state_(m_var9)),end_(state_(m_var9)),begin_(state_(m_var9)),end_(state_(m_var9)),Predicate_<std::less<int> >())
+ //,list_sort_(state_(m_var2))
+ //,sort_(begin_(state_(m_var9)),end_(state_(m_var9)),Predicate_<std::less<int> >())
+ //,inner_product_(begin_(state_(m_var9)),end_(state_(m_var9)),begin_(state_(m_var9)),Int_<1>())
+ //,replace_copy_(begin_(state_(m_var4)),end_(state_(m_var4)),begin_(state_(m_var4)),Int_<8>(),Int_<7>())
+ //,replace_copy_if_(begin_(state_(m_var4)),end_(state_(m_var4)),begin_(state_(m_var4)),Predicate_<LookFor<9> >(),Int_<8>())
+ //,replace_(begin_(state_(m_var4)),end_(state_(m_var4)),Int_<8>(),Int_<7>())
+ //,replace_if_(begin_(state_(m_var4)),end_(state_(m_var4)),Predicate_<LookFor<9> >(),Int_<8>())
+ //,adjacent_difference_(begin_(state_(m_var9)),end_(state_(m_var9)),begin_(state_(m_var9)))
+ //,partial_sum_(begin_(state_(m_var9)),end_(state_(m_var9)),begin_(state_(m_var9)))
+ //,inner_product_(begin_(state_(m_var9)),end_(state_(m_var9)),begin_(state_(m_var9)),Int_<1>())
+ //,next_permutation_(begin_(state_(m_var9)),end_(state_(m_var9)),Predicate_<std::less<int> >())
+ //,prev_permutation_(begin_(state_(m_var9)),end_(state_(m_var9)),Predicate_<std::less<int> >())
+ //,set_union_(begin_(state_(m_var9)),end_(state_(m_var9)),begin_(state_(m_var9)),end_(state_(m_var9)),begin_(state_(m_var9)))
+ //,inplace_merge_(begin_(state_(m_var9)),end_(state_(m_var9)),end_(state_(m_var9)),Predicate_<std::less<int> >())
+ //,merge_(begin_(state_(m_var9)),end_(state_(m_var9)),begin_(state_(m_var9)),end_(state_(m_var9))
+ // ,begin_(state_(m_var9)),Predicate_<std::less<int> >())
+ //,stable_sort_(begin_(state_(m_var9)),end_(state_(m_var9)),Predicate_<std::less<int> >())
+ //,partition_(begin_(state_(m_var2)),end_(state_(m_var2)),Predicate_<LessThan<3> >())
+ //,stable_partition_(begin_(state_(m_var2)),end_(state_(m_var2)),Predicate_<LessThan<3> >())
+ //,rotate_copy_(begin_(state_(m_var2)),++begin_(state_(m_var2)),end_(state_(m_var2)),begin_(state_(m_var2)))
+ //,rotate_(begin_(state_(m_var2)),++begin_(state_(m_var2)),end_(state_(m_var2)))
+ //,unique_(begin_(state_(m_var2)),end_(state_(m_var2)))
+ //,unique_copy_(begin_(state_(m_var2)),end_(state_(m_var2)),begin_(state_(m_var2)))
+ //,random_shuffle_(begin_(state_(m_var9)),end_(state_(m_var9)))
+ //,generate_(begin_(state_(m_var9)),end_(state_(m_var9)),Predicate_<Generator>())
+ //,generate_n_(begin_(state_(m_var9)),Int_<2>(),Predicate_<Generator>())
+ //,reverse_copy_(begin_(state_(m_var2)),end_(state_(m_var2)),begin_(state_(m_var2)))
+ //erase_(state_(m_src_container),
+ // remove_if_(begin_(state_(m_src_container)),end_(state_(m_src_container)),
+ // Predicate_<RemoveDummy>()),
+ // end_(state_(m_src_container))),
+ //list_remove_(state_(m_var2),Int_<3>()),
+ //remove_copy_if_(begin_(state_(m_var9)),end_(state_(m_var9)),back_inserter_(state_(m_var2)),
+ // Predicate_<LookFor<2> >() )
+ //for_each_(begin_(state_(m_src_container)),end_(state_m_src_container()),
+ // Predicate_<Print>() ),
+ //copy_(begin_(state_(m_var9)),end_(state_(m_var9)),inserter_(state_(m_var2),end_(state_(m_var2)))),
+ //reverse_(begin_(state_(m_var2)),end_(state_(m_var2)))
+ ),
+ //no_action, // Entry
+ //splice_(state_(m_var2),begin_(state_(m_var2)),state_(m_var3),begin_(state_(m_var3)),end_(state_(m_var3))),
+ //(list_remove_(state_(m_var2),Int_<3>()),list_merge_(state_(m_var2),state_(m_var3),Comparator())),//no_action, // Entry
+ no_action, // Exit
+ attributes_ << m_src_container // song list
+ << m_tgt_container // result
+ << m_var2
+ << m_var3
+ << m_var4
+ << m_var5
+ << m_var6
+ << m_var7
+ << m_var8
+ << m_var9
+ << m_var10,
+ configure_<< no_configure_,
+ Log_No_Transition
+ ),iPodSearch_helper)
+
+ struct iPodSearch_ : public iPodSearch_helper, public some_base
+ {
+ };
+
+
+ // choice of back-end
+ typedef msm::back::state_machine<iPodSearch_> iPodSearch;
+
+ void test()
+ {
+ iPodSearch search;
+ // fill our song list
+ //search.get_attribute<m_src_container>().push_back(OneSong("She-Dummy. Remove this one"));
+ search.get_attribute(m_src_container).push_back(OneSong_impl("Let it be"));
+ search.get_attribute(m_src_container).push_back(OneSong_impl("Yellow submarine"));
+ search.get_attribute(m_src_container).push_back(OneSong_impl("Twist and Shout"));
+ search.get_attribute(m_src_container).push_back(OneSong_impl("She Loves You"));
+
+ search.get_attribute(m_var2).push_back(1);
+ search.get_attribute(m_var2).push_back(3);
+ search.get_attribute(m_var2).push_back(4);
+
+ search.get_attribute(m_var3).push_back(2);
+ search.get_attribute(m_var3).push_back(4);
+
+ search.get_attribute(m_var6) = "S";
+ search.get_attribute(m_var7) = "- Some text";
+
+ search.get_attribute(m_var8).push_back(1);
+ search.get_attribute(m_var8).push_back(2);
+ search.get_attribute(m_var8).push_back(3);
+ search.get_attribute(m_var8).push_back(4);
+
+ search.get_attribute(m_var9).push_back(1);
+ search.get_attribute(m_var9).push_back(2);
+
+
+ // look for "She Loves You" using the first letters
+ // BOOST_MSM_EUML_STATE_NAME returns the name of the event type of which StringFind is an instance
+ search.get_state<BOOST_MSM_EUML_STATE_NAME(StringFind)&>().get_attribute(m_letters)="Sh";
+ // needed to start the highest-level SM. This will call on_entry and mark the start of the SM
+ search.start();
+ // display all the songs
+ for (list<OneSong_impl>::const_iterator it = search.get_attribute(m_tgt_container).begin();
+ it != search.get_attribute(m_tgt_container).end();++it)
+ {
+ cout << "candidate song:" << (*it).get_data() << endl;
+ }
+ for (list<int>::const_iterator iti = search.get_attribute(m_var2).begin();
+ iti != search.get_attribute(m_var2).end();++iti)
+ {
+ cout << "int in attribute m_var2:" << (*iti) << endl;
+ }
+ for (set<int>::const_iterator its = search.get_attribute(m_var4).begin();
+ its != search.get_attribute(m_var4).end();++its)
+ {
+ cout << "int in attribute m_var4:" << (*its) << endl;
+ }
+ cout << "search using more letters" << endl;
+ // look for "She Loves You" using more letters
+ search.get_state<BOOST_MSM_EUML_STATE_NAME(StringFind)&>().get_attribute(m_letters)="She";
+ search.get_attribute(m_tgt_container).clear();
+ search.start();
+ // display all the songs
+ for (list<OneSong_impl>::const_iterator it = search.get_attribute(m_tgt_container).begin();
+ it != search.get_attribute(m_tgt_container).end();++it)
+ {
+ cout << "candidate song:" << (*it).get_data() << endl;
+ }
+ }
+}
+
+int main()
+{
+ test();
+ return 0;
+}
diff --git a/libs/msm/doc/PDF/examples/CompositeTutorial.cpp b/libs/msm/doc/PDF/examples/CompositeTutorial.cpp
new file mode 100644
index 0000000000..b0ee192eec
--- /dev/null
+++ b/libs/msm/doc/PDF/examples/CompositeTutorial.cpp
@@ -0,0 +1,244 @@
+// 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 <iostream>
+// back-end
+#include <boost/msm/back/state_machine.hpp>
+//front-end
+#include <boost/msm/front/state_machine_def.hpp>
+
+namespace msm = boost::msm;
+namespace mpl = boost::mpl;
+
+namespace // Concrete FSM implementation
+{
+ // events
+ struct play {};
+ struct end_pause {};
+ struct stop {};
+ struct pause {};
+ struct open_close {};
+ struct NextSong {};
+ struct PreviousSong {};
+
+ // A "complicated" event type that carries some data.
+ struct cd_detected
+ {
+ cd_detected(std::string name)
+ : name(name)
+ {}
+
+ std::string name;
+ };
+
+ // front-end: define the FSM structure
+ struct player_ : public msm::front::state_machine_def<player_>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const& ,FSM&) {std::cout << "entering: Player" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "leaving: Player" << std::endl;}
+
+ // The list of FSM states
+ struct Empty : public msm::front::state<>
+ {
+ // every (optional) entry/exit methods get the event passed.
+ 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;}
+ };
+
+ // the player state machine contains a state which is himself a state machine
+ // as you see, no need to declare it anywhere so Playing can be developed separately
+ // by another team in another module. For simplicity I just declare it inside player
+ struct Playing_ : public msm::front::state_machine_def<Playing_>
+ {
+ // when playing, the CD is loaded and we are in either pause or playing (duh)
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "entering: Playing" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "leaving: Playing" << std::endl;}
+
+ // The list of FSM states
+ struct Song1 : public msm::front::state<>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "starting: First song" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "finishing: First Song" << std::endl;}
+
+ };
+ struct Song2 : public msm::front::state<>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "starting: Second song" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "finishing: Second Song" << std::endl;}
+ };
+ struct Song3 : public msm::front::state<>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "starting: Third song" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "finishing: Third Song" << std::endl;}
+ };
+ // 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;
+ }
+ };
+ // back-end
+ typedef msm::back::state_machine<Playing_> Playing;
+
+
+ // state not defining any entry or exit
+ struct Paused : public msm::front::state<>
+ {
+ };
+
+ // the initial state of the player SM. Must be defined
+ typedef Empty initial_state;
+
+ // transition actions
+ void start_playback(play const&) { std::cout << "player::start_playback\n"; }
+ void open_drawer(open_close const&) { std::cout << "player::open_drawer\n"; }
+ void close_drawer(open_close const&) { std::cout << "player::close_drawer\n"; }
+ void store_cd_info(cd_detected const& cd) {std::cout << "player::store_cd_info\n";}
+ void stop_playback(stop const&) { std::cout << "player::stop_playback\n"; }
+ void pause_playback(pause const&) { std::cout << "player::pause_playback\n"; }
+ void resume_playback(end_pause const&) { std::cout << "player::resume_playback\n"; }
+ void stop_and_open(open_close const&) { std::cout << "player::stop_and_open\n"; }
+ void stopped_again(stop const&){std::cout << "player::stopped_again\n";}
+ // 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;
+ }
+
+ };
+ // Pick a back-end
+ 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;
+ }
+
+ void test()
+ {
+ player p;
+ // needed to start the highest-level SM. This will call on_entry and mark the start of the SM
+ p.start();
+ // go to Open, call on_exit on Empty, then action, then on_entry on Open
+ p.process_event(open_close()); pstate(p);
+ p.process_event(open_close()); pstate(p);
+ p.process_event(cd_detected("louie, louie"));
+ p.process_event(play());
+
+ // at this point, Play is active
+ // make transition happen inside it. Player has no idea about this event but it's ok.
+ p.process_event(NextSong());pstate(p); //2nd song active
+ p.process_event(NextSong());pstate(p);//3rd song active
+ p.process_event(PreviousSong());pstate(p);//2nd song active
+
+ p.process_event(pause()); pstate(p);
+ // go back to Playing
+ // as you see, it starts back from the original state
+ p.process_event(end_pause()); pstate(p);
+ p.process_event(pause()); pstate(p);
+ p.process_event(stop()); pstate(p);
+ // event leading to the same state
+ p.process_event(stop()); pstate(p);
+ // stop the fsm (call on_exit's, including the submachines)
+ p.process_event(play());
+ std::cout << "stop fsm" << std::endl;
+ p.stop();
+ std::cout << "restart fsm" << std::endl;
+ p.start();
+ }
+}
+
+int main()
+{
+ test();
+ return 0;
+}
diff --git a/libs/msm/doc/PDF/examples/CompositeTutorialEuml.cpp b/libs/msm/doc/PDF/examples/CompositeTutorialEuml.cpp
new file mode 100644
index 0000000000..516d3dbd50
--- /dev/null
+++ b/libs/msm/doc/PDF/examples/CompositeTutorialEuml.cpp
@@ -0,0 +1,182 @@
+// 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 <vector>
+#include <iostream>
+
+#include <boost/msm/back/state_machine.hpp>
+#include <boost/msm/front/euml/euml.hpp>
+
+using namespace std;
+using namespace boost::msm::front::euml;
+namespace msm = boost::msm;
+
+// entry/exit/action/guard logging functors
+#include "logging_functors.h"
+
+namespace // Concrete FSM implementation
+{
+ // events
+ BOOST_MSM_EUML_EVENT(play)
+ BOOST_MSM_EUML_EVENT(end_pause)
+ BOOST_MSM_EUML_EVENT(stop)
+ BOOST_MSM_EUML_EVENT(pause)
+ BOOST_MSM_EUML_EVENT(open_close)
+ BOOST_MSM_EUML_EVENT(next_song)
+ BOOST_MSM_EUML_EVENT(previous_song)
+ BOOST_MSM_EUML_EVENT(region2_evt)
+
+ // A "complicated" event type that carries some data.
+ BOOST_MSM_EUML_DECLARE_ATTRIBUTE(std::string,cd_name)
+ BOOST_MSM_EUML_DECLARE_ATTRIBUTE(DiskTypeEnum,cd_type)
+ BOOST_MSM_EUML_ATTRIBUTES((attributes_ << cd_name << cd_type ), cd_detected_attributes)
+ BOOST_MSM_EUML_EVENT_WITH_ATTRIBUTES(cd_detected,cd_detected_attributes)
+
+ // Concrete FSM implementation
+
+ // The list of FSM states
+ // state not defining any entry or exit
+ BOOST_MSM_EUML_STATE((),Paused)
+ BOOST_MSM_EUML_STATE(( Empty_Entry,Empty_Exit ),Empty)
+ BOOST_MSM_EUML_STATE(( Open_Entry,Open_Exit ),Open)
+ BOOST_MSM_EUML_STATE(( Stopped_Entry,Stopped_Exit ),Stopped)
+
+
+ // Playing is now a state machine itself.
+
+ // It has 5 substates
+ BOOST_MSM_EUML_STATE(( Song1_Entry,Song1_Exit ),Song1)
+ BOOST_MSM_EUML_STATE(( Song2_Entry,Song2_Exit ),Song2)
+ BOOST_MSM_EUML_STATE(( Song3_Entry,Song3_Exit ),Song3)
+ BOOST_MSM_EUML_STATE(( Region2State1_Entry,Region2State1_Exit ),Region2State1)
+ BOOST_MSM_EUML_STATE(( Region2State2_Entry,Region2State2_Exit ),Region2State2)
+
+ // Playing has a transition table
+ BOOST_MSM_EUML_TRANSITION_TABLE((
+ // +------------------------------------------------------------------------------+
+ Song2 == Song1 + next_song / start_next_song,
+ Song1 == Song2 + previous_song / start_prev_song,
+ Song3 == Song2 + next_song / start_next_song,
+ Song2 == Song3 + previous_song / start_prev_song,
+ Region2State2 == Region2State1 + region2_evt
+ // +------------------------------------------------------------------------------+
+ ),playing_transition_table )
+
+ BOOST_MSM_EUML_DECLARE_STATE_MACHINE( (playing_transition_table, //STT
+ init_ << Song1 << Region2State1 // Init State
+ ),Playing_)
+ // choice of back-end
+ typedef msm::back::state_machine<Playing_> Playing_type;
+ Playing_type const Playing;
+
+ // guard conditions
+ BOOST_MSM_EUML_ACTION(good_disk_format)
+ {
+ template <class FSM,class EVT,class SourceState,class TargetState>
+ bool operator()(EVT const& evt,FSM&,SourceState& ,TargetState& )
+ {
+ // to test a guard condition, let's say we understand only CDs, not DVD
+ if (evt.get_attribute(cd_type)!=DISK_CD)
+ {
+ std::cout << "wrong disk, sorry" << std::endl;
+ // just for logging, does not block any transition
+ return true;
+ }
+ std::cout << "good disk" << std::endl;
+ return true;
+ }
+ };
+ // replaces the old transition table
+ BOOST_MSM_EUML_TRANSITION_TABLE((
+ Playing == Stopped + play / start_playback ,
+ Playing == Paused + end_pause / resume_playback,
+ // +------------------------------------------------------------------------------+
+ Empty == Open + open_close / close_drawer,
+ // +------------------------------------------------------------------------------+
+ Open == Empty + open_close / open_drawer,
+ Open == Paused + open_close / stop_and_open,
+ Open == Stopped + open_close / open_drawer,
+ Open == Playing + open_close / stop_and_open,
+ // +------------------------------------------------------------------------------+
+ Paused == Playing + pause / pause_playback,
+ // +------------------------------------------------------------------------------+
+ Stopped == Playing + stop / stop_playback,
+ Stopped == Paused + stop / stop_playback,
+ Stopped == Empty + cd_detected [good_disk_format &&(event_(cd_type)==Int_<DISK_CD>())]
+ / (store_cd_info,process_(play)),
+ Stopped == Stopped + stop
+ // +------------------------------------------------------------------------------+
+ ),transition_table)
+
+ // create a state machine "on the fly"
+ BOOST_MSM_EUML_DECLARE_STATE_MACHINE(( transition_table, //STT
+ init_ << Empty, // Init State
+ no_action, // Entry
+ no_action, // Exit
+ attributes_ << no_attributes_, // Attributes
+ configure_ << no_configure_, // configuration
+ Log_No_Transition // no_transition handler
+ ),
+ player_) //fsm name
+
+ // choice of back-end
+ typedef msm::back::state_machine<player_> player;
+
+ //
+ // Testing utilities.
+ //
+ static char const* const state_names[] = { "Stopped", "Paused", "Open", "Empty", "Playing" };
+ void pstate(player const& p)
+ {
+ std::cout << " -> " << state_names[p.current_state()[0]] << std::endl;
+ }
+
+ void test()
+ {
+ player p;
+ // needed to start the highest-level SM. This will call on_entry and mark the start of the SM
+ p.start();
+ // note that we write open_close and not open_close(), like usual. Both are possible with eUML, but
+ // you now have less to type.
+ // go to Open, call on_exit on Empty, then action, then on_entry on Open
+ p.process_event(open_close); pstate(p);
+ p.process_event(open_close); pstate(p);
+ // will be rejected, wrong disk type
+ p.process_event(
+ cd_detected("louie, louie",DISK_DVD)); pstate(p);
+ p.process_event(
+ cd_detected("louie, louie",DISK_CD)); pstate(p);
+ // no need to call play() as the previous event does it in its action method
+ //p.process_event(play);
+
+ // make transition happen inside it. Player has no idea about this event but it's ok.
+ p.process_event(next_song);pstate(p); //2nd song active
+ p.process_event(next_song);pstate(p);//3rd song active
+ p.process_event(previous_song);pstate(p);//2nd song active
+
+ // at this point, Play is active
+ p.process_event(pause); pstate(p);
+
+ // go back to Playing
+ p.process_event(end_pause); pstate(p);
+ p.process_event(pause); pstate(p);
+ p.process_event(stop); pstate(p);
+
+ // event leading to the same state
+ // no action method called as none is defined in the transition table
+ p.process_event(stop); pstate(p);
+ }
+}
+
+int main()
+{
+ test();
+ return 0;
+}
diff --git a/libs/msm/doc/PDF/examples/CompositeTutorialWithEumlTable.cpp b/libs/msm/doc/PDF/examples/CompositeTutorialWithEumlTable.cpp
new file mode 100644
index 0000000000..7783d2cdf6
--- /dev/null
+++ b/libs/msm/doc/PDF/examples/CompositeTutorialWithEumlTable.cpp
@@ -0,0 +1,213 @@
+#include <iostream>
+// back-end
+#include <boost/msm/back/state_machine.hpp>
+//front-end
+#include <boost/msm/front/state_machine_def.hpp>
+#include <boost/msm/front/euml/euml.hpp>
+
+namespace msm = boost::msm;
+namespace mpl = boost::mpl;
+using namespace std;
+
+// entry/exit/action/guard logging functors
+#include "logging_functors.h"
+
+namespace
+{
+ // events
+ struct play_impl : msm::front::euml::euml_event<play_impl> {};
+ struct end_pause_impl : msm::front::euml::euml_event<end_pause_impl>{};
+ struct stop_impl : msm::front::euml::euml_event<stop_impl>{};
+ struct pause_impl : msm::front::euml::euml_event<pause_impl>{};
+ struct open_close_impl : msm::front::euml::euml_event<open_close_impl>{};
+ struct cd_detected_impl : msm::front::euml::euml_event<cd_detected_impl>{};
+ struct next_song_impl : msm::front::euml::euml_event<next_song_impl>{};
+ struct previous_song_impl : msm::front::euml::euml_event<previous_song_impl>{};
+
+ // define some dummy instances for use in the transition table
+ // it is also possible to default-construct them instead:
+ // struct play {};
+ // inside the table: play()
+ play_impl play;
+ end_pause_impl end_pause;
+ stop_impl stop;
+ pause_impl pause;
+ open_close_impl open_close;
+ cd_detected_impl cd_detected;
+ next_song_impl next_song;
+ previous_song_impl previous_song;
+
+ // The list of FSM states
+ // they have to be declared outside of the front-end only to make VC happy :(
+ // note: gcc would have no problem
+ struct Empty_impl : public msm::front::state<> , public msm::front::euml::euml_state<Empty_impl>
+ {
+ // every (optional) entry/exit methods get the event passed.
+ 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_impl : public msm::front::state<> , public msm::front::euml::euml_state<Open_impl>
+ {
+ 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_impl : public msm::front::state<> , public msm::front::euml::euml_state<Stopped_impl>
+ {
+ 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;}
+ };
+
+ // Playing Submachine front-end
+ struct Playing_ : public msm::front::state_machine_def<Playing_>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const& ,FSM&) {std::cout << "entering: Playing" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "leaving: Playing" << std::endl;}
+
+ struct Song1_ : public msm::front::state<> , public msm::front::euml::euml_state<Song1_>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const& ,FSM&) {std::cout << "entering: Song1" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "leaving: Song1" << std::endl;}
+ };
+ struct Song2_ : public msm::front::state<> , public msm::front::euml::euml_state<Song2_>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const& ,FSM&) {std::cout << "entering: Song2" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "leaving: Song2" << std::endl;}
+ };
+ struct Song3_ : public msm::front::state<> , public msm::front::euml::euml_state<Song3_>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const& ,FSM&) {std::cout << "entering: Song3" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "leaving: Song3" << std::endl;}
+ };
+ // to make the transition table more readable
+ // VC seems to need them static
+ static Song1_ Song1;
+ static Song2_ Song2;
+ static Song3_ Song3;
+ typedef Song1_ initial_state;
+
+ // Playing has a transition table
+ BOOST_MSM_EUML_DECLARE_TRANSITION_TABLE((
+ // +------------------------------------------------------------------------------+
+ Song2 == Song1 + next_song / start_next_song,
+ Song1 == Song2 + previous_song / start_prev_song,
+ Song3 == Song2 + next_song / start_next_song,
+ Song2 == Song3 + previous_song / start_prev_song
+ // +------------------------------------------------------------------------------+
+ ),transition_table )
+
+ };
+ // Playing Submachine back-end
+ typedef boost::msm::back::state_machine<Playing_> Playing_helper;
+ struct Playing_impl : public Playing_helper,
+ public msm::front::euml::euml_state<Playing_helper>
+ {
+ };
+
+ // state not defining any entry or exit
+ struct Paused_impl : public msm::front::state<> , public msm::front::euml::euml_state<Paused_impl>
+ {
+ };
+ //to make the transition table more readable
+ Empty_impl const Empty;
+ Open_impl const Open;
+ Stopped_impl const Stopped;
+ Playing_impl const Playing;
+ Paused_impl const Paused;
+
+ // front-end: define the FSM structure
+ struct player_ : public msm::front::state_machine_def<player_>
+ {
+
+ // the initial state of the player SM. Must be defined
+ typedef Empty_impl initial_state;
+
+ // Transition table for player
+ // replaces the old transition table
+ BOOST_MSM_EUML_DECLARE_TRANSITION_TABLE((
+ Stopped + play / 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 /(store_cd_info,
+ msm::front::euml::process_(play)) == Stopped ,
+ // +------------------------------------------------------------------------------+
+ Playing + stop / stop_playback == Stopped ,
+ Playing + pause / pause_playback == Paused ,
+ Playing + open_close / stop_and_open == Open ,
+ // +------------------------------------------------------------------------------+
+ Paused + end_pause / resume_playback == Playing ,
+ Paused + stop / stop_playback == Stopped ,
+ Paused + open_close / stop_and_open == Open
+ // +------------------------------------------------------------------------------+
+ ),transition_table)
+
+ // 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;
+ }
+ };
+ // Pick a back-end
+ 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;
+ }
+
+ void test()
+ {
+ player p;
+ // needed to start the highest-level SM. This will call on_entry and mark the start of the SM
+ p.start();
+ // go to Open, call on_exit on Empty, then action, then on_entry on Open
+ p.process_event(open_close); pstate(p);
+ p.process_event(open_close); pstate(p);
+ p.process_event(cd_detected); pstate(p);
+
+ // at this point, Play is active
+ // make transition happen inside it. Player has no idea about this event but it's ok.
+ p.process_event(next_song);pstate(p); //2nd song active
+ p.process_event(next_song);pstate(p);//3rd song active
+ p.process_event(previous_song);pstate(p);//2nd song active
+
+ p.process_event(pause); pstate(p);
+ // go back to Playing
+ p.process_event(end_pause); pstate(p);
+ p.process_event(pause); pstate(p);
+ p.process_event(stop); pstate(p);
+ // event leading to the same state
+ // no action method called as it is not present in the transition table
+ p.process_event(stop); pstate(p);
+ }
+}
+
+int main()
+{
+ test();
+ return 0;
+}
diff --git a/libs/msm/doc/PDF/examples/Constructor.cpp b/libs/msm/doc/PDF/examples/Constructor.cpp
new file mode 100644
index 0000000000..8ae05412d7
--- /dev/null
+++ b/libs/msm/doc/PDF/examples/Constructor.cpp
@@ -0,0 +1,292 @@
+// 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 <iostream>
+// back-end
+#include <boost/msm/back/state_machine.hpp>
+//front-end
+#include <boost/msm/front/state_machine_def.hpp>
+
+namespace msm = boost::msm;
+namespace mpl = boost::mpl;
+
+struct SomeExternalContext
+{
+ SomeExternalContext(int b):bla(b){}
+ int bla;
+};
+
+namespace
+{
+ // events
+ struct play {};
+ struct end_pause {};
+ struct stop {};
+ struct pause {};
+ struct open_close {};
+ struct NextSong {};
+ struct PreviousSong {};
+
+ // A "complicated" event type that carries some data.
+ enum DiskTypeEnum
+ {
+ DISK_CD=0,
+ DISK_DVD=1
+ };
+ struct cd_detected
+ {
+ cd_detected(std::string name, DiskTypeEnum diskType)
+ : name(name),
+ disc_type(diskType)
+ {}
+
+ std::string name;
+ DiskTypeEnum disc_type;
+ };
+
+ // front-end: define the FSM structure
+ struct player_ : public msm::front::state_machine_def<player_>
+ {
+ player_(SomeExternalContext& context,int someint)
+ :context_(context)
+ {
+ std::cout << "context value:" << context_.bla << " with value:" << someint << std::endl;
+ context.bla = 10;
+ }
+
+ SomeExternalContext& context_;
+
+ // The list of FSM states
+ struct Empty : public msm::front::state<>
+ {
+ int data_;
+ Empty():data_(0){}
+ Empty(int i):data_(i){}
+ // every (optional) entry/exit methods get the event passed.
+ 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<>
+ {
+ int data_;
+ Open():data_(0){}
+ Open(int i):data_(i){}
+
+ 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;}
+ };
+
+ // sm_ptr still supported but deprecated as functors are a much better way to do the same thing
+ struct Stopped : public msm::front::state<msm::front::default_base_state,msm::front::sm_ptr>
+ {
+ 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;}
+ void set_sm_ptr(player_* pl)
+ {
+ m_player=pl;
+ }
+ player_* m_player;
+ };
+
+ struct Playing_ : public msm::front::state_machine_def<Playing_>
+ {
+ // when playing, the CD is loaded and we are in either pause or playing (duh)
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "entering: Playing" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "leaving: Playing" << std::endl;}
+
+ // The list of FSM states
+ struct Song1 : public msm::front::state<>
+ {
+ int data_;
+ Song1():data_(0){}
+ Song1(int i):data_(i){}
+
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "starting: First song" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "finishing: First Song" << std::endl;}
+
+ };
+ struct Song2 : public msm::front::state<>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "starting: Second song" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "finishing: Second Song" << std::endl;}
+ };
+ struct Song3 : public msm::front::state<>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "starting: Third song" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "finishing: Third Song" << std::endl;}
+ };
+ // 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;
+ }
+ };
+ // back-end
+ typedef msm::back::state_machine<Playing_> Playing;
+
+ // state not defining any entry or exit
+ struct Paused : public msm::front::state<>
+ {
+ };
+
+ // the initial state of the player SM. Must be defined
+ typedef Empty initial_state;
+
+ // transition actions
+ void start_playback(play const&) { std::cout << "player::start_playback\n"; }
+ void open_drawer(open_close const&) { std::cout << "player::open_drawer\n"; }
+ void close_drawer(open_close const&) { std::cout << "player::close_drawer\n"; }
+ void store_cd_info(cd_detected const&) { std::cout << "player::store_cd_info\n"; }
+ void stop_playback(stop const&) { std::cout << "player::stop_playback\n"; }
+ void pause_playback(pause const&) { std::cout << "player::pause_playback\n"; }
+ void resume_playback(end_pause const&) { std::cout << "player::resume_playback\n"; }
+ void stop_and_open(open_close const&) { std::cout << "player::stop_and_open\n"; }
+ void stopped_again(stop const&) {std::cout << "player::stopped_again\n";}
+ // guard conditions
+ bool good_disk_format(cd_detected const& evt)
+ {
+ // to test a guard condition, let's say we understand only CDs, not DVD
+ if (evt.disc_type != DISK_CD)
+ {
+ std::cout << "wrong disk, sorry" << std::endl;
+ return false;
+ }
+ return true;
+ }
+ // used to show a transition conflict. This guard will simply deactivate one transition and thus
+ // solve the conflict
+ bool auto_start(cd_detected const&)
+ {
+ return false;
+ }
+
+ 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 >,
+ _row < Stopped , stop , Stopped >,
+ // +---------+-------------+---------+---------------------+----------------------+
+ a_row < Open , open_close , Empty , &p::close_drawer >,
+ // +---------+-------------+---------+---------------------+----------------------+
+ a_row < Empty , open_close , Open , &p::open_drawer >,
+ row < Empty , cd_detected , Stopped , &p::store_cd_info ,&p::good_disk_format >,
+ row < Empty , cd_detected , Playing , &p::store_cd_info ,&p::auto_start >,
+ // +---------+-------------+---------+---------------------+----------------------+
+ 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;
+ }
+ };
+ // Pick a back-end
+ 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;
+ }
+
+ void test()
+ {
+ SomeExternalContext ctx(3);
+ // example 1
+ // create a player with an argument by reference and an int
+ // (go to the constructor front-end)
+ player p1(boost::ref(ctx),5);
+
+ // example 2
+ // create a player with a copy of an Empty state, an argument by reference and an int
+ // (last 2 go to the constructor front-end)
+ player p2(msm::back::states_ << player_::Empty(1),boost::ref(ctx),5);
+ std::cout << "Empty's data should be 1. Is: " << p2.get_state<player_::Empty&>().data_ << std::endl;
+
+ std::cout << "Set a new Empty state" << std::endl;
+ p2.set_states(msm::back::states_ << player_::Empty(5));
+ std::cout << "Empty's data should be 5. Is: " << p2.get_state<player_::Empty&>().data_ << std::endl;
+
+ std::cout << "Set new Empty and Open states" << std::endl;
+ p2.set_states(msm::back::states_ << player_::Empty(7) << player_::Open(2));
+ std::cout << "Empty's data should be 7. Is: " << p2.get_state<player_::Empty&>().data_ << std::endl;
+ std::cout << "Open's data should be 2. Is: " << p2.get_state<player_::Open&>().data_ << std::endl;
+
+ // example 3
+ // create a player with a copy of an Empty state, a copy of a Playing submachine
+ // (which is itself created by a copy of Song1)
+ // an argument by reference and an int
+ // (last 2 go to the constructor front-end)
+ player p(msm::back::states_ << player_::Empty(1)
+ << player_::Playing(msm::back::states_ << player_::Playing_::Song1(8)),
+ boost::ref(ctx),5);
+
+ std::cout << "Song1's data should be 8. Is: "
+ << p.get_state<player_::Playing&>().get_state<player_::Playing_::Song1&>().data_ << std::endl;
+
+
+ }
+}
+
+int main()
+{
+ test();
+ return 0;
+}
diff --git a/libs/msm/doc/PDF/examples/DirectEntryEuml.cpp b/libs/msm/doc/PDF/examples/DirectEntryEuml.cpp
new file mode 100644
index 0000000000..7cde090e8d
--- /dev/null
+++ b/libs/msm/doc/PDF/examples/DirectEntryEuml.cpp
@@ -0,0 +1,386 @@
+// 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 <vector>
+#include <iostream>
+
+#include <boost/msm/back/state_machine.hpp>
+#include <boost/msm/front/euml/euml.hpp>
+
+using namespace std;
+using namespace boost::msm::front::euml;
+namespace msm = boost::msm;
+namespace mpl = boost::mpl;
+
+
+namespace // Concrete FSM implementation
+{
+ // events
+ BOOST_MSM_EUML_EVENT(event1)
+ BOOST_MSM_EUML_EVENT(event2)
+ BOOST_MSM_EUML_EVENT(event3)
+ BOOST_MSM_EUML_EVENT(event4)
+ BOOST_MSM_EUML_EVENT(event5)
+ // if we need something special, like a template constructor, we cannot use the helper macros
+ struct event6_impl : euml_event<event6_impl>
+ {
+ event6_impl(){}
+ template <class Event>
+ event6_impl(Event const&){}
+ };
+ event6_impl const event6;
+
+ //Sub fsm state definition
+ BOOST_MSM_EUML_ACTION(SubState1_Entry)
+ {
+ template <class Event,class FSM,class STATE>
+ void operator()(Event const&,FSM&,STATE& )
+ {
+ std::cout << "entering: SubFsm2::SubState1" << std::endl;
+ }
+ };
+ BOOST_MSM_EUML_ACTION(SubState1_Exit)
+ {
+ template <class Event,class FSM,class STATE>
+ void operator()(Event const&,FSM&,STATE& )
+ {
+ std::cout << "leaving: SubFsm2::SubState1" << std::endl;
+ }
+ };
+ BOOST_MSM_EUML_STATE(( SubState1_Entry,SubState1_Exit ),SubState1)
+
+ BOOST_MSM_EUML_ACTION(SubState1b_Entry)
+ {
+ template <class Event,class FSM,class STATE>
+ void operator()(Event const&,FSM&,STATE& )
+ {
+ std::cout << "entering: SubFsm2::SubState1b" << std::endl;
+ }
+ };
+ BOOST_MSM_EUML_ACTION(SubState1b_Exit)
+ {
+ template <class Event,class FSM,class STATE>
+ void operator()(Event const&,FSM&,STATE& )
+ {
+ std::cout << "leaving: SubFsm2::SubState1b" << std::endl;
+ }
+ };
+ BOOST_MSM_EUML_STATE(( SubState1b_Entry,SubState1b_Exit ),SubState1b)
+
+ BOOST_MSM_EUML_ACTION(SubState1c_Entry)
+ {
+ template <class Event,class FSM,class STATE>
+ void operator()(Event const&,FSM&,STATE& )
+ {
+ std::cout << "entering: SubFsm2::SubState1c" << std::endl;
+ }
+ };
+ BOOST_MSM_EUML_ACTION(SubState1c_Exit)
+ {
+ template <class Event,class FSM,class STATE>
+ void operator()(Event const&,FSM&,STATE& )
+ {
+ std::cout << "leaving: SubFsm2::SubState1c" << std::endl;
+ }
+ };
+ BOOST_MSM_EUML_STATE(( SubState1c_Entry,SubState1c_Exit ),SubState1c)
+
+ BOOST_MSM_EUML_ACTION(SubState2_Entry)
+ {
+ template <class Event,class FSM,class STATE>
+ void operator()(Event const&,FSM&,STATE& )
+ {
+ std::cout << "entering: SubFsm2::SubState2" << std::endl;
+ }
+ };
+ BOOST_MSM_EUML_ACTION(SubState2_Exit)
+ {
+ template <class Event,class FSM,class STATE>
+ void operator()(Event const&,FSM&,STATE& )
+ {
+ std::cout << "leaving: SubFsm2::SubState2" << std::endl;
+ }
+ };
+ BOOST_MSM_EUML_EXPLICIT_ENTRY_STATE(0,( SubState2_Entry,SubState2_Exit ),SubState2)
+
+ BOOST_MSM_EUML_ACTION(SubState2b_Entry)
+ {
+ template <class Event,class FSM,class STATE>
+ void operator()(Event const&,FSM&,STATE& )
+ {
+ std::cout << "entering: SubFsm2::SubState2b" << std::endl;
+ }
+ };
+ BOOST_MSM_EUML_ACTION(SubState2b_Exit)
+ {
+ template <class Event,class FSM,class STATE>
+ void operator()(Event const&,FSM&,STATE& )
+ {
+ std::cout << "leaving: SubFsm2::SubState2b" << std::endl;
+ }
+ };
+ BOOST_MSM_EUML_EXPLICIT_ENTRY_STATE(1,( SubState2b_Entry,SubState2b_Exit ),SubState2b)
+
+ BOOST_MSM_EUML_ACTION(SubState2c_Entry)
+ {
+ template <class Event,class FSM,class STATE>
+ void operator()(Event const&,FSM&,STATE& )
+ {
+ std::cout << "entering: SubFsm2::SubState2c" << std::endl;
+ }
+ };
+ BOOST_MSM_EUML_ACTION(SubState2c_Exit)
+ {
+ template <class Event,class FSM,class STATE>
+ void operator()(Event const&,FSM&,STATE& )
+ {
+ std::cout << "leaving: SubFsm2::SubState2c" << std::endl;
+ }
+ };
+ BOOST_MSM_EUML_EXPLICIT_ENTRY_STATE(2,( SubState2c_Entry,SubState2c_Exit ),SubState2c)
+
+ BOOST_MSM_EUML_ACTION(PseudoEntry1_Entry)
+ {
+ template <class Event,class FSM,class STATE>
+ void operator()(Event const&,FSM&,STATE& )
+ {
+ std::cout << "entering: SubFsm2::PseudoEntry1" << std::endl;
+ }
+ };
+ BOOST_MSM_EUML_ACTION(PseudoEntry1_Exit)
+ {
+ template <class Event,class FSM,class STATE>
+ void operator()(Event const&,FSM&,STATE& )
+ {
+ std::cout << "leaving: SubFsm2::PseudoEntry1" << std::endl;
+ }
+ };
+ BOOST_MSM_EUML_ENTRY_STATE(0,( PseudoEntry1_Entry,PseudoEntry1_Exit ),PseudoEntry1)
+
+ BOOST_MSM_EUML_ACTION(SubState3_Entry)
+ {
+ template <class Event,class FSM,class STATE>
+ void operator()(Event const&,FSM&,STATE& )
+ {
+ std::cout << "entering: SubFsm2::SubState3" << std::endl;
+ }
+ };
+ BOOST_MSM_EUML_ACTION(SubState3_Exit)
+ {
+ template <class Event,class FSM,class STATE>
+ void operator()(Event const&,FSM&,STATE& )
+ {
+ std::cout << "leaving: SubFsm2::SubState3" << std::endl;
+ }
+ };
+ BOOST_MSM_EUML_STATE(( SubState3_Entry,SubState3_Exit ),SubState3)
+
+ BOOST_MSM_EUML_ACTION(SubState3b_Entry)
+ {
+ template <class Event,class FSM,class STATE>
+ void operator()(Event const&,FSM&,STATE& )
+ {
+ std::cout << "entering: SubFsm2::SubState3b" << std::endl;
+ }
+ };
+ BOOST_MSM_EUML_ACTION(SubState3b_Exit)
+ {
+ template <class Event,class FSM,class STATE>
+ void operator()(Event const&,FSM&,STATE& )
+ {
+ std::cout << "leaving: SubFsm2::SubState3b" << std::endl;
+ }
+ };
+ BOOST_MSM_EUML_STATE(( SubState3b_Entry,SubState3b_Exit ),SubState3b)
+
+ BOOST_MSM_EUML_ACTION(PseudoExit1_Entry)
+ {
+ template <class Event,class FSM,class STATE>
+ void operator()(Event const&,FSM&,STATE& )
+ {
+ std::cout << "entering: SubFsm2::PseudoExit1" << std::endl;
+ }
+ };
+ BOOST_MSM_EUML_ACTION(PseudoExit1_Exit)
+ {
+ template <class Event,class FSM,class STATE>
+ void operator()(Event const&,FSM&,STATE& )
+ {
+ std::cout << "leaving: SubFsm2::PseudoExit1" << std::endl;
+ }
+ };
+ BOOST_MSM_EUML_EXIT_STATE(( event6,PseudoExit1_Entry,PseudoExit1_Exit ),PseudoExit1)
+
+ // actions
+ BOOST_MSM_EUML_ACTION(entry_action)
+ {
+ template <class FSM,class EVT,class SourceState,class TargetState>
+ void operator()(FSM& ,EVT const& ,SourceState& ,TargetState& )
+ {
+ cout << "calling entry_action" << endl;
+ }
+ };
+ // SubFsm definition
+ BOOST_MSM_EUML_ACTION(SubFsm2_Entry)
+ {
+ template <class Event,class FSM,class STATE>
+ void operator()(Event const&,FSM&,STATE& )
+ {
+ std::cout << "entering: SubFsm2" << std::endl;
+ }
+ };
+ BOOST_MSM_EUML_ACTION(SubFsm2_Exit)
+ {
+ template <class Event,class FSM,class STATE>
+ void operator()(Event const&,FSM&,STATE& )
+ {
+ std::cout << "leaving: SubFsm2" << std::endl;
+ }
+ };
+ BOOST_MSM_EUML_TRANSITION_TABLE((
+ // +------------------------------------------------------------------------------+
+ SubState3 == PseudoEntry1 + event4 / entry_action ,
+ SubState1 == SubState2 + event6 ,
+ PseudoExit1 == SubState3 + event5
+ // +------------------------------------------------------------------------------+
+ ), SubFsm2_transition_table)
+
+ BOOST_MSM_EUML_DECLARE_STATE_MACHINE( (SubFsm2_transition_table, //STT
+ init_ << SubState1 << SubState1b << SubState1c, // Init State
+ SubFsm2_Entry, // Entry
+ SubFsm2_Exit
+ ),SubFsm2_def)
+ // inherit to add some typedef
+ struct SubFsm2_ : public SubFsm2_def
+ {
+ // these 2 states are not found in the transition table because they are accessed only through
+ // a fork, so we need to create them explicitly
+ typedef mpl::vector<BOOST_MSM_EUML_STATE_NAME(SubState2b),
+ BOOST_MSM_EUML_STATE_NAME(SubState2c)> explicit_creation;
+ };
+
+ // back-end
+ typedef msm::back::state_machine<SubFsm2_> SubFsm2_type;
+ SubFsm2_type const SubFsm2;
+
+ // Fsm state definitions
+ BOOST_MSM_EUML_ACTION(State1_Entry)
+ {
+ template <class Event,class FSM,class STATE>
+ void operator()(Event const&,FSM&,STATE& )
+ {
+ std::cout << "entering: State1" << std::endl;
+ }
+ };
+ BOOST_MSM_EUML_ACTION(State1_Exit)
+ {
+ template <class Event,class FSM,class STATE>
+ void operator()(Event const&,FSM&,STATE& )
+ {
+ std::cout << "leaving: State1" << std::endl;
+ }
+ };
+ BOOST_MSM_EUML_STATE(( State1_Entry,State1_Exit ),State1)
+
+ BOOST_MSM_EUML_ACTION(State2_Entry)
+ {
+ template <class Event,class FSM,class STATE>
+ void operator()(Event const&,FSM&,STATE& )
+ {
+ std::cout << "entering: State2" << std::endl;
+ }
+ };
+ BOOST_MSM_EUML_ACTION(State2_Exit)
+ {
+ template <class Event,class FSM,class STATE>
+ void operator()(Event const&,FSM&,STATE& )
+ {
+ std::cout << "leaving: State2" << std::endl;
+ }
+ };
+ BOOST_MSM_EUML_STATE(( State2_Entry,State2_Exit ),State2)
+
+ // Fsm definition
+ BOOST_MSM_EUML_TRANSITION_TABLE((
+ // +------------------------------------------------------------------------------+
+ SubFsm2 == State1 + event1 ,
+ explicit_(SubFsm2,SubState2) == State1 + event2,
+ (explicit_(SubFsm2,SubState2),
+ explicit_(SubFsm2,SubState2b),
+ explicit_(SubFsm2,SubState2c)) == State1 + event3 ,
+ entry_pt_(SubFsm2,PseudoEntry1) == State1 + event4 ,
+ State1 == SubFsm2 + event1 ,
+ State2 == exit_pt_
+ (SubFsm2,PseudoExit1) + event6
+ // +------------------------------------------------------------------------------+
+ ),transition_table )
+
+
+ BOOST_MSM_EUML_ACTION(Log_No_Transition)
+ {
+ template <class Event,class FSM,class STATE>
+ void operator()(Event const& e,FSM&,STATE& )
+ {
+ std::cout << "no transition in Fsm"
+ << " on event " << typeid(e).name() << std::endl;
+ }
+ };
+ BOOST_MSM_EUML_DECLARE_STATE_MACHINE(( transition_table, //STT
+ init_ << State1, // Init State
+ no_action, // Entry
+ no_action, // Exit
+ attributes_ << no_attributes_, // Attributes
+ configure_ << no_configure_, // configuration
+ Log_No_Transition // no_transition handler
+ ),
+ Fsm_) //fsm name
+
+ //back-end
+ typedef msm::back::state_machine<Fsm_> Fsm;
+
+ //
+ // Testing utilities.
+ //
+ static char const* const state_names[] = { "State1", "SubFsm2","State2" };
+ void pstate(Fsm const& p)
+ {
+ std::cout << " -> " << state_names[p.current_state()[0]] << std::endl;
+ }
+
+ void test()
+ {
+ Fsm p;
+ // needed to start the highest-level SM. This will call on_entry and mark the start of the SM
+ p.start();
+ std::cout << "Simply move in and out of the composite, activate init states" << std::endl;
+ p.process_event(event1); pstate(p);
+ p.process_event(event1); pstate(p);
+ std::cout << "Direct entry into SubFsm2::SubState2, then transition to SubState1 and back to State1" << std::endl;
+ p.process_event(event2); pstate(p);
+ p.process_event(event6); pstate(p);
+ p.process_event(event1); pstate(p);
+ std::cout << "processing fork to SubFsm2::SubState2, SubFsm2::SubState2b and SubFsm2::SubState2c" << std::endl;
+ p.process_event(event3); pstate(p);
+ p.process_event(event1); pstate(p);
+ std::cout << "processing entry pseudo state" << std::endl;
+ p.process_event(event4); pstate(p);
+ p.process_event(event1); pstate(p);
+ std::cout << "processing entry + exit pseudo state" << std::endl;
+ p.process_event(event4); pstate(p);
+ std::cout << "using exit pseudo state" << std::endl;
+ p.process_event(event5); pstate(p);
+ }
+}
+
+int main()
+{
+ test();
+ return 0;
+}
diff --git a/libs/msm/doc/PDF/examples/DirectEntryTutorial.cpp b/libs/msm/doc/PDF/examples/DirectEntryTutorial.cpp
new file mode 100644
index 0000000000..35bf9fdd22
--- /dev/null
+++ b/libs/msm/doc/PDF/examples/DirectEntryTutorial.cpp
@@ -0,0 +1,221 @@
+// 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 <vector>
+#include <iostream>
+// back-end
+#include <boost/msm/back/state_machine.hpp>
+//front-end
+#include <boost/msm/front/state_machine_def.hpp>
+
+namespace msm = boost::msm;
+namespace mpl = boost::mpl;
+
+namespace
+{
+ // events
+ struct event1 {};
+ struct event2 {};
+ struct event3 {};
+ struct event4 {};
+ struct event5 {};
+ struct event6
+ {
+ event6(){}
+ template <class Event>
+ event6(Event const&){}
+ };
+ // front-end: define the FSM structure
+ struct Fsm_ : public msm::front::state_machine_def<Fsm_>
+ {
+ // The list of FSM states
+ struct State1 : public msm::front::state<>
+ {
+ // every (optional) entry/exit methods get the event passed.
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "entering: State1" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "leaving: State1" << std::endl;}
+ };
+ struct State2 : public msm::front::state<>
+ {
+ // every (optional) entry/exit methods get the event passed.
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "entering: State2" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "leaving: State2" << std::endl;}
+ };
+ struct SubFsm2_ : public msm::front::state_machine_def<SubFsm2_>
+ {
+ typedef msm::back::state_machine<SubFsm2_> SubFsm2;
+
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "entering: SubFsm2" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "leaving: SubFsm2" << std::endl;}
+
+ struct SubState1 : public msm::front::state<>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "entering: SubFsm2::SubState1" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "leaving: SubFsm2::SubState1" << std::endl;}
+ };
+ struct SubState1b : public msm::front::state<>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "entering: SubFsm2::SubState1b" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "leaving: SubFsm2::SubState1b" << std::endl;}
+ };
+ struct SubState2 : public msm::front::state<> , public msm::front::explicit_entry<0>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "entering: SubFsm2::SubState2" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "leaving: SubFsm2::SubState2" << std::endl;}
+ };
+ struct SubState2b : public msm::front::state<> , public msm::front::explicit_entry<1>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "entering: SubFsm2::SubState2b" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "leaving: SubFsm2::SubState2b" << std::endl;}
+ };
+ // test with a pseudo entry
+ struct PseudoEntry1 : public msm::front::entry_pseudo_state<0>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "entering: SubFsm2::PseudoEntry1" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "leaving: SubFsm2::PseudoEntry1" << std::endl;}
+ };
+ struct SubState3 : public msm::front::state<>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "entering: SubFsm2::SubState3" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "leaving: SubFsm2::SubState3" << std::endl;}
+ };
+ struct SubState3b : public msm::front::state<>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "entering: SubFsm2::SubState3b" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "leaving: SubFsm2::SubState3b" << std::endl;}
+ };
+ struct PseudoExit1 : public msm::front::exit_pseudo_state<event6>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "entering: SubFsm2::PseudoExit1" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "leaving: SubFsm2::PseudoExit1" << std::endl;}
+ };
+ // action methods
+ void entry_action(event4 const&)
+ {
+ std::cout << "calling entry_action" << std::endl;
+ }
+ // the initial state. Must be defined
+ typedef mpl::vector<SubState1,SubState1b> initial_state;
+
+ typedef mpl::vector<SubState2b> explicit_creation;
+
+ // Transition table for SubFsm2
+ struct transition_table : mpl::vector<
+ // Start Event Next Action Guard
+ // +--------------+-------------+------------+------------------------+----------------------+
+ a_row < PseudoEntry1 , event4 , SubState3 ,&SubFsm2_::entry_action >,
+ _row < SubState2 , event6 , SubState1 >,
+ _row < SubState3 , event5 , PseudoExit1 >
+ // +--------------+-------------+------------+------------------------+----------------------+
+ > {};
+ // 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<SubFsm2_> SubFsm2;
+
+ // the initial state of the player SM. Must be defined
+ typedef State1 initial_state;
+
+ // transition actions
+ // guard conditions
+
+ // Transition table for Fsm
+ struct transition_table : mpl::vector<
+ // Start Event Next Action Guard
+ // +---------------------+--------+------------------------------------+-------+--------+
+ _row < State1 , event1 , SubFsm2 >,
+ _row < State1 , event2 , SubFsm2::direct<SubFsm2_::SubState2> >,
+ _row < State1 , event3 , mpl::vector<SubFsm2::direct<SubFsm2_::SubState2>,
+ SubFsm2::direct<SubFsm2_::SubState2b> > >,
+ _row < State1 , event4 , SubFsm2::entry_pt
+ <SubFsm2_::PseudoEntry1> >,
+ // +---------------------+--------+------------------------------------+-------+--------+
+ _row < SubFsm2 , event1 , State1 >,
+ _row < SubFsm2::exit_pt
+ <SubFsm2_::PseudoExit1>, event6 , State2 >
+ // +---------------------+--------+------------------------------------+-------+--------+
+ > {};
+
+ // 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<Fsm_> Fsm;
+
+ //
+ // Testing utilities.
+ //
+ static char const* const state_names[] = { "State1", "SubFsm2","State2" };
+ void pstate(Fsm const& p)
+ {
+ std::cout << " -> " << state_names[p.current_state()[0]] << std::endl;
+ }
+
+ void test()
+ {
+ Fsm p;
+ // needed to start the highest-level SM. This will call on_entry and mark the start of the SM
+ p.start();
+ std::cout << "Simply move in and out of the composite, activate init states" << std::endl;
+ p.process_event(event1()); pstate(p);
+ p.process_event(event1()); pstate(p);
+ std::cout << "Direct entry into SubFsm2::SubState2, then transition to SubState1 and back to State1" << std::endl;
+ p.process_event(event2()); pstate(p);
+ p.process_event(event6()); pstate(p);
+ p.process_event(event1()); pstate(p);
+ std::cout << "processing fork to SubFsm2::SubState2 and SubFsm2::SubState2b" << std::endl;
+ p.process_event(event3()); pstate(p);
+ p.process_event(event1()); pstate(p);
+ std::cout << "processing entry pseudo state" << std::endl;
+ p.process_event(event4()); pstate(p);
+ p.process_event(event1()); pstate(p);
+ std::cout << "processing entry + exit pseudo state" << std::endl;
+ p.process_event(event4()); pstate(p);
+ std::cout << "using exit pseudo state" << std::endl;
+ p.process_event(event5()); pstate(p);
+ }
+}
+
+int main()
+{
+ test();
+ return 0;
+}
diff --git a/libs/msm/doc/PDF/examples/EumlInternal.cpp b/libs/msm/doc/PDF/examples/EumlInternal.cpp
new file mode 100644
index 0000000000..407740dbe0
--- /dev/null
+++ b/libs/msm/doc/PDF/examples/EumlInternal.cpp
@@ -0,0 +1,154 @@
+// 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 <vector>
+#include <iostream>
+
+#include <boost/msm/back/state_machine.hpp>
+#include <boost/msm/front/euml/euml.hpp>
+
+using namespace std;
+using namespace boost::msm::front::euml;
+using namespace boost::msm::front;
+namespace msm = boost::msm;
+
+// entry/exit/action/guard logging functors
+#include "logging_functors.h"
+
+namespace // Concrete FSM implementation
+{
+ // events
+ BOOST_MSM_EUML_EVENT(play)
+ BOOST_MSM_EUML_EVENT(end_pause)
+ BOOST_MSM_EUML_EVENT(stop)
+ BOOST_MSM_EUML_EVENT(pause)
+ BOOST_MSM_EUML_EVENT(open_close)
+ BOOST_MSM_EUML_EVENT(internal_event)
+
+ // A "complicated" event type that carries some data.
+ BOOST_MSM_EUML_DECLARE_ATTRIBUTE(std::string,cd_name)
+ BOOST_MSM_EUML_DECLARE_ATTRIBUTE(DiskTypeEnum,cd_type)
+ BOOST_MSM_EUML_ATTRIBUTES((attributes_ << cd_name << cd_type ), cd_detected_attributes)
+ BOOST_MSM_EUML_EVENT_WITH_ATTRIBUTES(cd_detected,cd_detected_attributes)
+
+ // Concrete FSM implementation
+
+ // The list of FSM states
+ BOOST_MSM_EUML_STATE(( Empty_Entry,Empty_Exit ),Empty)
+ BOOST_MSM_EUML_STATE(( Open_Entry,Open_Exit ),Open)
+ BOOST_MSM_EUML_STATE(( Stopped_Entry,Stopped_Exit ),Stopped)
+ BOOST_MSM_EUML_STATE(( Playing_Entry,Playing_Exit ),Playing)
+ // state not needing any entry or exit
+ BOOST_MSM_EUML_STATE((),Paused)
+
+ // guard conditions
+ BOOST_MSM_EUML_ACTION(good_disk_format)
+ {
+ template <class FSM,class EVT,class SourceState,class TargetState>
+ bool operator()(EVT const& evt,FSM&,SourceState& ,TargetState& )
+ {
+ // to test a guard condition, let's say we understand only CDs, not DVD
+ if (evt.get_attribute(cd_type)!=DISK_CD)
+ {
+ std::cout << "wrong disk, sorry" << std::endl;
+ // just for logging, does not block any transition
+ return true;
+ }
+ std::cout << "good disk" << std::endl;
+ return true;
+ }
+ };
+ // replaces the old transition table
+ BOOST_MSM_EUML_TRANSITION_TABLE((
+ Playing == Stopped + play / start_playback ,
+ Playing == Paused + end_pause / resume_playback,
+ // +------------------------------------------------------------------------------+
+ Empty == Open + open_close / close_drawer,
+ // +------------------------------------------------------------------------------+
+ Open == Empty + open_close / open_drawer,
+ Open == Paused + open_close / stop_and_open,
+ Open == Stopped + open_close / open_drawer,
+ Open == Playing + open_close / stop_and_open,
+ Open + open_close [internal_guard1] / internal_action1,
+ Open + open_close [internal_guard2] / internal_action2,
+ Open + internal_event / internal_action ,
+ // +------------------------------------------------------------------------------+
+ Paused == Playing + pause / pause_playback,
+ // +------------------------------------------------------------------------------+
+ Stopped == Playing + stop / stop_playback,
+ Stopped == Paused + stop / stop_playback,
+ Stopped == Empty + cd_detected [good_disk_format&&
+ (event_(cd_type)==Int_<DISK_CD>())]
+ / (store_cd_info,process_(play)),
+ Stopped == Stopped + stop
+ // +------------------------------------------------------------------------------+
+ ),transition_table)
+
+
+ // create a state machine "on the fly"
+ BOOST_MSM_EUML_DECLARE_STATE_MACHINE(( transition_table, //STT
+ init_ << Empty, // Init State
+ no_action, // Entry
+ no_action, // Exit
+ attributes_ << no_attributes_, // Attributes
+ configure_ << no_configure_, // configuration
+ Log_No_Transition // no_transition handler
+ ),
+ player_) //fsm name
+ // choice of back-end
+ typedef msm::back::state_machine<player_> player;
+
+ //
+ // Testing utilities.
+ //
+ static char const* const state_names[] = { "Stopped", "Paused", "Open", "Empty", "Playing" };
+ void pstate(player const& p)
+ {
+ std::cout << " -> " << state_names[p.current_state()[0]] << std::endl;
+ }
+
+ void test()
+ {
+ player p;
+ // needed to start the highest-level SM. This will call on_entry and mark the start of the SM
+ p.start();
+ // go to Open, call on_exit on Empty, then action, then on_entry on Open
+ p.process_event(open_close); pstate(p);
+ std::cout << "sending internal event (not rejected)" << std::endl;
+ p.process_event(internal_event);
+ std::cout << "sending open_close event. Conflict with internal transitions (rejecting event)" << std::endl;
+ p.process_event(open_close); pstate(p);
+ // will be rejected, wrong disk type
+ p.process_event(
+ cd_detected("louie, louie",DISK_DVD)); pstate(p);
+ p.process_event(
+ cd_detected("louie, louie",DISK_CD)); pstate(p);
+ // no need to call play() as the previous event does it in its action method
+ //p.process_event(play);
+
+ // at this point, Play is active
+ p.process_event(pause); pstate(p);
+ // go back to Playing
+ p.process_event(end_pause); pstate(p);
+ p.process_event(pause); pstate(p);
+ p.process_event(stop); pstate(p);
+ // event leading to the same state
+ // no action method called as none is defined in the transition table
+ p.process_event(stop); pstate(p);
+ // test call to no_transition
+ p.process_event(pause); pstate(p);
+ }
+}
+
+int main()
+{
+ test();
+ return 0;
+}
diff --git a/libs/msm/doc/PDF/examples/EumlInternalDistributed.cpp b/libs/msm/doc/PDF/examples/EumlInternalDistributed.cpp
new file mode 100644
index 0000000000..c7371dfc50
--- /dev/null
+++ b/libs/msm/doc/PDF/examples/EumlInternalDistributed.cpp
@@ -0,0 +1,218 @@
+// 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 <vector>
+#include <iostream>
+
+#include <boost/msm/back/state_machine.hpp>
+#include <boost/msm/front/euml/euml.hpp>
+
+using namespace std;
+using namespace boost::msm::front::euml;
+using namespace boost::msm::front;
+namespace msm = boost::msm;
+
+// entry/exit/action/guard logging functors
+#include "logging_functors.h"
+
+namespace // Concrete FSM implementation
+{
+ // events
+ // note that unlike the SimpleTutorial, events must derive from euml_event.
+ BOOST_MSM_EUML_EVENT(play)
+ BOOST_MSM_EUML_EVENT(end_pause)
+ BOOST_MSM_EUML_EVENT(stop)
+ BOOST_MSM_EUML_EVENT(pause)
+ BOOST_MSM_EUML_EVENT(open_close)
+ BOOST_MSM_EUML_EVENT(internal_event)
+ BOOST_MSM_EUML_EVENT(next_song)
+ BOOST_MSM_EUML_EVENT(previous_song)
+
+ // A "complicated" event type that carries some data.
+ BOOST_MSM_EUML_DECLARE_ATTRIBUTE(std::string,cd_name)
+ BOOST_MSM_EUML_DECLARE_ATTRIBUTE(DiskTypeEnum,cd_type)
+ BOOST_MSM_EUML_ATTRIBUTES((attributes_ << cd_name << cd_type ), cd_detected_attributes)
+ BOOST_MSM_EUML_EVENT_WITH_ATTRIBUTES(cd_detected,cd_detected_attributes)
+
+ // Concrete FSM implementation
+
+ // The list of FSM states
+ BOOST_MSM_EUML_STATE(( Empty_Entry,Empty_Exit ),Empty)
+
+ // we just declare a state type but do not create any instance as we want to inherit from this type
+ BOOST_MSM_EUML_DECLARE_STATE((Open_Entry,Open_Exit),Open_def)
+ // derive to be able to add an internal transition table
+ struct Open_impl : public Open_def
+ {
+ BOOST_MSM_EUML_DECLARE_INTERNAL_TRANSITION_TABLE((
+ open_close [internal_guard1] / internal_action1 ,
+ open_close [internal_guard2] / internal_action2 ,
+ internal_event / internal_action
+ ))
+ };
+ // declare an instance for the stt as we are manually declaring a state
+ Open_impl const Open;
+ BOOST_MSM_EUML_STATE(( Stopped_Entry,Stopped_Exit ),Stopped)
+
+ // Playing is a state machine itself.
+ // It has 3 substates
+ BOOST_MSM_EUML_STATE(( Song1_Entry,Song1_Exit ),Song1)
+ BOOST_MSM_EUML_STATE(( Song2_Entry,Song2_Exit ),Song2)
+ BOOST_MSM_EUML_STATE(( Song3_Entry,Song3_Exit ),Song3)
+
+ // Playing has a transition table
+ BOOST_MSM_EUML_TRANSITION_TABLE((
+ // +------------------------------------------------------------------------------+
+ Song2 == Song1 + next_song / start_next_song,
+ Song1 == Song2 + previous_song / start_prev_song,
+ Song3 == Song2 + next_song / start_next_song,
+ Song2 == Song3 + previous_song / start_prev_song
+ // +------------------------------------------------------------------------------+
+ ),playing_transition_table )
+
+ BOOST_MSM_EUML_DECLARE_STATE_MACHINE( (playing_transition_table, //STT
+ init_ << Song1 // Init State
+ ),Playing_def)
+
+ // some action for the internal transition
+ BOOST_MSM_EUML_ACTION(playing_internal_action)
+ {
+ template <class FSM,class EVT,class SourceState,class TargetState>
+ void operator()(EVT const&, FSM& ,SourceState& ,TargetState& )
+ {
+ cout << "Playing::internal action" << endl;
+ }
+ };
+ // derive to be able to add an internal transition table
+ struct Playing_ : public Playing_def
+ {
+ BOOST_MSM_EUML_DECLARE_INTERNAL_TRANSITION_TABLE((
+ internal_event / playing_internal_action
+ ))
+ };
+ // choice of back-end
+ typedef msm::back::state_machine<Playing_> Playing_type;
+ Playing_type const Playing;
+
+
+ // state not needing any entry or exit
+ BOOST_MSM_EUML_STATE((),Paused)
+
+ // guard conditions
+ BOOST_MSM_EUML_ACTION(good_disk_format)
+ {
+ template <class FSM,class EVT,class SourceState,class TargetState>
+ bool operator()(EVT const& evt,FSM&,SourceState& ,TargetState& )
+ {
+ // to test a guard condition, let's say we understand only CDs, not DVD
+ if (evt.get_attribute(cd_type)!=DISK_CD)
+ {
+ std::cout << "wrong disk, sorry" << std::endl;
+ // just for logging, does not block any transition
+ return true;
+ }
+ std::cout << "good disk" << std::endl;
+ return true;
+ }
+ };
+ // replaces the old transition table
+ BOOST_MSM_EUML_TRANSITION_TABLE((
+ Stopped + play / 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&&(event_(cd_type)==Int_<DISK_CD>())]
+ / (store_cd_info,process_(play))
+ == Stopped ,
+ // +------------------------------------------------------------------------------+
+ Playing + stop / stop_playback == Stopped ,
+ Playing + pause / pause_playback == Paused ,
+ Playing + open_close / stop_and_open == Open ,
+ // +------------------------------------------------------------------------------+
+ Paused + end_pause / resume_playback == Playing ,
+ Paused + stop / stop_playback == Stopped ,
+ Paused + open_close / stop_and_open == Open
+ // +------------------------------------------------------------------------------+
+ ),transition_table)
+
+
+
+ // create a state machine "on the fly"
+ BOOST_MSM_EUML_DECLARE_STATE_MACHINE(( transition_table, //STT
+ init_ << Empty, // Init State
+ no_action, // Entry
+ no_action, // Exit
+ attributes_ << no_attributes_, // Attributes
+ configure_ << no_configure_, // configuration
+ Log_No_Transition // no_transition handler
+ ),
+ player_) //fsm name
+
+ // choice of back-end
+ 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;
+ }
+
+ void test()
+ {
+ player p;
+ // needed to start the highest-level SM. This will call on_entry and mark the start of the SM
+ p.start();
+ // go to Open, call on_exit on Empty, then action, then on_entry on Open
+ p.process_event(open_close); pstate(p);
+ std::cout << "sending internal event (not rejected)" << std::endl;
+ p.process_event(internal_event);
+ std::cout << "sending open_close event. Conflict with internal transitions (rejecting event)" << std::endl;
+ p.process_event(open_close); pstate(p);
+ // will be rejected, wrong disk type
+ p.process_event(
+ cd_detected("louie, louie",DISK_DVD)); pstate(p);
+ p.process_event(
+ cd_detected("louie, louie",DISK_CD)); pstate(p);
+ // no need to call play as the previous event does it in its action method
+ //p.process_event(play);
+ // at this point, Play is active
+ // make transition happen inside it. Player has no idea about this event but it's ok.
+ p.process_event(next_song);pstate(p); //2nd song active
+ p.process_event(next_song);pstate(p);//3rd song active
+ p.process_event(previous_song);pstate(p);//2nd song active
+ // event handled internally in Playing, without region checking
+ std::cout << "sending internal event (not rejected)" << std::endl;
+ p.process_event(internal_event);
+
+ p.process_event(pause); pstate(p);
+ // go back to Playing
+ p.process_event(end_pause); pstate(p);
+ p.process_event(pause); pstate(p);
+ p.process_event(stop); pstate(p);
+ // event leading to the same state
+ // no action method called as none is defined in the transition table
+ p.process_event(stop); pstate(p);
+ // test call to no_transition
+ p.process_event(pause); pstate(p);
+ }
+}
+
+int main()
+{
+ test();
+ return 0;
+}
diff --git a/libs/msm/doc/PDF/examples/EumlSimple.cpp b/libs/msm/doc/PDF/examples/EumlSimple.cpp
new file mode 100644
index 0000000000..38eebd04fb
--- /dev/null
+++ b/libs/msm/doc/PDF/examples/EumlSimple.cpp
@@ -0,0 +1,222 @@
+// 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 "stdafx.h"
+
+#include <boost/msm/back/state_machine.hpp>
+#include <boost/msm/front/state_machine_def.hpp>
+#include <boost/msm/front/euml/euml.hpp>
+#include <boost/msm/front/euml/stl.hpp>
+
+namespace msm = boost::msm;
+namespace mpl = boost::mpl;
+using namespace boost::msm::front::euml;
+
+#include <iostream>
+#ifdef WIN32
+#include "windows.h"
+#else
+#include <sys/time.h>
+#endif
+
+namespace // Concrete FSM implementation
+{
+ // events
+ BOOST_MSM_EUML_EVENT(play)
+ BOOST_MSM_EUML_EVENT(end_pause)
+ BOOST_MSM_EUML_EVENT(stop)
+ BOOST_MSM_EUML_EVENT(pause)
+ BOOST_MSM_EUML_EVENT(open_close)
+ BOOST_MSM_EUML_EVENT(cd_detected)
+
+ BOOST_MSM_EUML_ACTION(start_playback)
+ {
+ template <class FSM,class EVT,class SourceState,class TargetState>
+ void operator()(EVT const& ,FSM&,SourceState& ,TargetState& )
+ {
+ }
+ };
+ BOOST_MSM_EUML_ACTION(open_drawer)
+ {
+ template <class FSM,class EVT,class SourceState,class TargetState>
+ void operator()(EVT const& ,FSM&,SourceState& ,TargetState& )
+ {
+ }
+ };
+ BOOST_MSM_EUML_ACTION(close_drawer)
+ {
+ template <class FSM,class EVT,class SourceState,class TargetState>
+ void operator()(EVT const& ,FSM&,SourceState& ,TargetState& )
+ {
+ }
+ };
+ BOOST_MSM_EUML_ACTION(store_cd_info)
+ {
+ template <class FSM,class EVT,class SourceState,class TargetState>
+ void operator()(EVT const&, FSM& fsm ,SourceState& ,TargetState& )
+ {
+ }
+ };
+ BOOST_MSM_EUML_ACTION(stop_playback)
+ {
+ template <class FSM,class EVT,class SourceState,class TargetState>
+ void operator()(EVT const& ,FSM&,SourceState& ,TargetState& )
+ {
+ }
+ };
+ BOOST_MSM_EUML_ACTION(pause_playback)
+ {
+ template <class FSM,class EVT,class SourceState,class TargetState>
+ void operator()(EVT const& ,FSM&,SourceState& ,TargetState& )
+ {
+ }
+ };
+ BOOST_MSM_EUML_ACTION(resume_playback)
+ {
+ template <class FSM,class EVT,class SourceState,class TargetState>
+ void operator()(EVT const& ,FSM&,SourceState& ,TargetState& )
+ {
+ }
+ };
+ BOOST_MSM_EUML_ACTION(stop_and_open)
+ {
+ template <class FSM,class EVT,class SourceState,class TargetState>
+ void operator()(EVT const& ,FSM&,SourceState& ,TargetState& )
+ {
+ }
+ };
+ BOOST_MSM_EUML_ACTION(stopped_again)
+ {
+ template <class FSM,class EVT,class SourceState,class TargetState>
+ void operator()(EVT const& ,FSM&,SourceState& ,TargetState& )
+ {
+ }
+ };
+
+ // The list of FSM states
+ BOOST_MSM_EUML_STATE((),Empty)
+ BOOST_MSM_EUML_STATE((),Open)
+ BOOST_MSM_EUML_STATE((),Stopped)
+ BOOST_MSM_EUML_STATE((),Playing)
+ BOOST_MSM_EUML_STATE((),Paused)
+
+ // replaces the old transition table
+ BOOST_MSM_EUML_TRANSITION_TABLE((
+ Playing == Stopped + play / start_playback ,
+ Playing == Paused + end_pause / resume_playback ,
+ // +------------------------------------------------------------------------------+
+ Empty == Open + open_close / close_drawer ,
+ // +------------------------------------------------------------------------------+
+ Open == Empty + open_close / open_drawer ,
+ Open == Paused + open_close / stop_and_open ,
+ Open == Stopped + open_close / open_drawer ,
+ Open == Playing + open_close / stop_and_open ,
+ // +------------------------------------------------------------------------------+
+ Paused == Playing + pause / pause_playback ,
+ // +------------------------------------------------------------------------------+
+ Stopped == Playing + stop / stop_playback ,
+ Stopped == Paused + stop / stop_playback ,
+ Stopped == Empty + cd_detected / store_cd_info ,
+ Stopped == Stopped + stop / stopped_again
+ // +------------------------------------------------------------------------------+
+ ),transition_table)
+
+ BOOST_MSM_EUML_ACTION(Log_No_Transition)
+ {
+ template <class FSM,class Event>
+ void operator()(Event const& e,FSM&,int state)
+ {
+ std::cout << "no transition from state " << state
+ << " on event " << typeid(e).name() << std::endl;
+ }
+ };
+
+ // create a state machine "on the fly"
+ BOOST_MSM_EUML_DECLARE_STATE_MACHINE(( transition_table, //STT
+ init_ << Empty, // Init State
+ no_action, // Entry
+ no_action, // Exit
+ attributes_ << no_attributes_, // Attributes
+ configure_ << no_exception << no_msg_queue, // configuration
+ Log_No_Transition // no_transition handler
+ ),
+ player_) //fsm name
+
+ 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
+
+ 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(open_close);
+ p2.process_event(open_close);
+ p2.process_event(cd_detected);
+ p2.process_event(play);
+ p2.process_event(pause);
+ // go back to Playing
+ p2.process_event(end_pause);
+ p2.process_event(pause);
+ p2.process_event(stop);
+ // event leading to the same state
+ p2.process_event(stop);
+ p2.process_event(open_close);
+ p2.process_event(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;
+}
+
diff --git a/libs/msm/doc/PDF/examples/ExampleCircularBuffer.cpp b/libs/msm/doc/PDF/examples/ExampleCircularBuffer.cpp
new file mode 100644
index 0000000000..68a5b0a38f
--- /dev/null
+++ b/libs/msm/doc/PDF/examples/ExampleCircularBuffer.cpp
@@ -0,0 +1,299 @@
+#include <vector>
+#include <iostream>
+// back-end
+#include <boost/msm/back/state_machine.hpp>
+// header for support of circular_buffer
+#include <boost/msm/back/queue_container_circular.hpp>
+//front-end
+#include <boost/msm/front/state_machine_def.hpp>
+// functors
+#include <boost/msm/front/functor_row.hpp>
+#include <boost/msm/front/euml/common.hpp>
+// for And_ operator
+#include <boost/msm/front/euml/operator.hpp>
+
+using namespace std;
+namespace msm = boost::msm;
+namespace mpl = boost::mpl;
+using namespace msm::front;
+// for And_ operator
+using namespace msm::front::euml;
+
+namespace // Concrete FSM implementation
+{
+ // events
+ struct play {};
+ struct end_pause {};
+ struct stop {};
+ struct pause {};
+ struct open_close {};
+
+ // A "complicated" event type that carries some data.
+ enum DiskTypeEnum
+ {
+ DISK_CD=0,
+ DISK_DVD=1
+ };
+ struct cd_detected
+ {
+ cd_detected(std::string name, DiskTypeEnum diskType)
+ : name(name),
+ disc_type(diskType)
+ {}
+
+ std::string name;
+ DiskTypeEnum disc_type;
+ };
+
+ // front-end: define the FSM structure
+ struct player_ : public msm::front::state_machine_def<player_>
+ {
+ // The list of FSM states
+ struct Empty : public msm::front::state<>
+ {
+ // every (optional) entry/exit methods get the event passed.
+ 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<>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "entering: Playing" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "leaving: Playing" << std::endl;}
+ };
+
+ // state not defining any entry or exit
+ struct Paused : public msm::front::state<>
+ {
+ };
+
+ // the initial state of the player SM. Must be defined
+ typedef Empty initial_state;
+
+ // transition actions
+ // as the functors are generic on events, fsm and source/target state,
+ // you can reuse them in another machine if you wish
+ struct TestFct
+ {
+ template <class EVT,class FSM,class SourceState,class TargetState>
+ void operator()(EVT const&, FSM&,SourceState& ,TargetState& )
+ {
+ cout << "transition with event:" << typeid(EVT).name() << endl;
+ }
+ };
+ struct start_playback
+ {
+ template <class EVT,class FSM,class SourceState,class TargetState>
+ void operator()(EVT const& ,FSM& ,SourceState& ,TargetState& )
+ {
+ cout << "player::start_playback" << endl;
+ }
+ };
+ struct open_drawer
+ {
+ template <class EVT,class FSM,class SourceState,class TargetState>
+ void operator()(EVT const& ,FSM& ,SourceState& ,TargetState& )
+ {
+ cout << "player::open_drawer" << endl;
+ }
+ };
+ struct close_drawer
+ {
+ template <class EVT,class FSM,class SourceState,class TargetState>
+ void operator()(EVT const& ,FSM& ,SourceState& ,TargetState& )
+ {
+ cout << "player::close_drawer" << endl;
+ }
+ };
+ struct store_cd_info
+ {
+ template <class EVT,class FSM,class SourceState,class TargetState>
+ void operator()(EVT const&,FSM& fsm ,SourceState& ,TargetState& )
+ {
+ cout << "player::store_cd_info" << endl;
+ fsm.process_event(play());
+ }
+ };
+ struct stop_playback
+ {
+ template <class EVT,class FSM,class SourceState,class TargetState>
+ void operator()(EVT const& ,FSM& ,SourceState& ,TargetState& )
+ {
+ cout << "player::stop_playback" << endl;
+ }
+ };
+ struct pause_playback
+ {
+ template <class EVT,class FSM,class SourceState,class TargetState>
+ void operator()(EVT const& ,FSM& ,SourceState& ,TargetState& )
+ {
+ cout << "player::pause_playback" << endl;
+ }
+ };
+ struct resume_playback
+ {
+ template <class EVT,class FSM,class SourceState,class TargetState>
+ void operator()(EVT const& ,FSM& ,SourceState& ,TargetState& )
+ {
+ cout << "player::resume_playback" << endl;
+ }
+ };
+ struct stop_and_open
+ {
+ template <class EVT,class FSM,class SourceState,class TargetState>
+ void operator()(EVT const& ,FSM& ,SourceState& ,TargetState& )
+ {
+ cout << "player::stop_and_open" << endl;
+ }
+ };
+ struct stopped_again
+ {
+ template <class EVT,class FSM,class SourceState,class TargetState>
+ void operator()(EVT const& ,FSM& ,SourceState& ,TargetState& )
+ {
+ cout << "player::stopped_again" << endl;
+ }
+ };
+ // guard conditions
+ struct DummyGuard
+ {
+ template <class EVT,class FSM,class SourceState,class TargetState>
+ bool operator()(EVT const& evt,FSM& fsm,SourceState& src,TargetState& tgt)
+ {
+ return true;
+ }
+ };
+ struct good_disk_format
+ {
+ template <class EVT,class FSM,class SourceState,class TargetState>
+ bool operator()(EVT const& evt ,FSM&,SourceState& ,TargetState& )
+ {
+ // to test a guard condition, let's say we understand only CDs, not DVD
+ if (evt.disc_type != DISK_CD)
+ {
+ std::cout << "wrong disk, sorry" << std::endl;
+ return false;
+ }
+ return true;
+ }
+ };
+ struct always_true
+ {
+ template <class EVT,class FSM,class SourceState,class TargetState>
+ bool operator()(EVT const& evt ,FSM&,SourceState& ,TargetState& )
+ {
+ return true;
+ }
+ };
+ // we want to define one row with the classic look.
+ bool auto_start(cd_detected const& evt)
+ {
+ return false;
+ }
+
+ typedef player_ p; // makes transition table cleaner
+
+ // Transition table for player
+ struct transition_table : mpl::vector<
+ // Start Event Next Action Guard
+ // +---------+-------------+---------+---------------------------+----------------------+
+ Row < Stopped , play , Playing , ActionSequence_
+ <mpl::vector<
+ TestFct,start_playback> >
+ , DummyGuard >,
+ Row < Stopped , open_close , Open , open_drawer , none >,
+ Row < Stopped , stop , Stopped , none , none >,
+ // +---------+-------------+---------+---------------------------+----------------------+
+ Row < Open , open_close , Empty , close_drawer , none >,
+ // +---------+-------------+---------+---------------------------+----------------------+
+ Row < Empty , open_close , Open , open_drawer , none >,
+ Row < Empty , cd_detected , Stopped , store_cd_info , And_<good_disk_format,
+ always_true> >,
+ // we here also mix with some "classical row"
+ g_row < Empty , cd_detected , Playing , &p::auto_start >,
+ // +---------+-------------+---------+---------------------------+----------------------+
+ Row < Playing , stop , Stopped , stop_playback , none >,
+ Row < Playing , pause , Paused , pause_playback , none >,
+ Row < Playing , open_close , Open , stop_and_open , none >,
+ // +---------+-------------+---------+---------------------------+----------------------+
+ Row < Paused , end_pause , Playing , resume_playback , none >,
+ Row < Paused , stop , Stopped , stop_playback , none >,
+ Row < Paused , open_close , Open , stop_and_open , none >
+ // +---------+-------------+---------+---------------------------+----------------------+
+ > {};
+ // 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;
+ }
+ };
+ // Pick a back-end
+ typedef msm::back::state_machine<player_, msm::back::queue_container_circular> 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;
+ }
+
+ void test()
+ {
+ player p;
+ // we get the message queue and limit it to capacity 1
+ // get_message_queue returns the queue container (in this case circular_buffer)
+ p.get_message_queue().set_capacity(1);
+ // needed to start the highest-level SM. This will call on_entry and mark the start of the SM
+ p.start();
+ // go to Open, call on_exit on Empty, then action, then on_entry on Open
+ p.process_event(open_close()); pstate(p);
+ p.process_event(open_close()); pstate(p);
+ // will be rejected, wrong disk type
+ p.process_event(
+ cd_detected("louie, louie",DISK_DVD)); pstate(p);
+ p.process_event(
+ cd_detected("louie, louie",DISK_CD)); pstate(p);
+ // no need to call play() as the previous event does it in its action method
+ //p.process_event(play());
+
+ // at this point, Play is active
+ p.process_event(pause()); pstate(p);
+ // go back to Playing
+ p.process_event(end_pause()); pstate(p);
+ p.process_event(pause()); pstate(p);
+ p.process_event(stop()); pstate(p);
+ // event leading to the same state
+ // no action method called as it is not present in the transition table
+ p.process_event(stop()); pstate(p);
+ }
+}
+
+int main()
+{
+ test();
+ return 0;
+}
diff --git a/libs/msm/doc/PDF/examples/Flags.cpp b/libs/msm/doc/PDF/examples/Flags.cpp
new file mode 100644
index 0000000000..5226bcc43a
--- /dev/null
+++ b/libs/msm/doc/PDF/examples/Flags.cpp
@@ -0,0 +1,254 @@
+// 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 <iostream>
+// back-end
+#include <boost/msm/back/state_machine.hpp>
+//front-end
+#include <boost/msm/front/state_machine_def.hpp>
+
+namespace msm = boost::msm;
+namespace mpl = boost::mpl;
+
+namespace // Concrete FSM implementation
+{
+ // events
+ struct play {};
+ struct end_pause {};
+ struct stop {};
+ struct pause {};
+ struct open_close {};
+ struct NextSong {};
+ struct PreviousSong {};
+
+ // Flags. Allow information about a property of the current state
+ struct PlayingPaused{};
+ struct CDLoaded {};
+ struct FirstSongPlaying {};
+
+ // A "complicated" event type that carries some data.
+ struct cd_detected
+ {
+ cd_detected(std::string name)
+ : name(name)
+ {}
+
+ std::string name;
+ };
+
+ // front-end: define the FSM structure
+ struct player_ : public msm::front::state_machine_def<player_>
+ {
+ // The list of FSM states
+ struct Empty : public msm::front::state<>
+ {
+ // every (optional) entry/exit methods get the event passed.
+ 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<>
+ {
+ typedef mpl::vector1<CDLoaded> flag_list;
+ 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
+ typedef mpl::vector1<CDLoaded> flag_list;
+ 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;}
+ };
+
+ // the player state machine contains a state which is himself a state machine
+ // as you see, no need to declare it anywhere so Playing can be developed separately
+ // by another team in another module. For simplicity I just declare it inside player
+ struct Playing_ : public msm::front::state_machine_def<Playing_>
+ {
+ // when playing, the CD is loaded and we are in either pause or playing (duh)
+ typedef mpl::vector2<PlayingPaused,CDLoaded> flag_list;
+
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "entering: Playing" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "leaving: Playing" << std::endl;}
+
+ // The list of FSM states
+ struct Song1 : public msm::front::state<>
+ {
+ typedef mpl::vector1<FirstSongPlaying> flag_list;
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "starting: First song" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "finishing: First Song" << std::endl;}
+
+ };
+ struct Song2 : public msm::front::state<>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "starting: Second song" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "finishing: Second Song" << std::endl;}
+ };
+ struct Song3 : public msm::front::state<>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "starting: Third song" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "finishing: Third Song" << std::endl;}
+ };
+ // 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;
+ }
+ };
+ // back-end
+ typedef msm::back::state_machine<Playing_> Playing;
+
+ // state not defining any entry or exit
+ struct Paused : public msm::front::state<>
+ {
+ typedef mpl::vector2<PlayingPaused,CDLoaded> flag_list;
+ };
+
+ // the initial state of the player SM. Must be defined
+ typedef Empty initial_state;
+
+ // transition actions
+ void start_playback(play const&) { std::cout << "player::start_playback\n"; }
+ void open_drawer(open_close const&) { std::cout << "player::open_drawer\n"; }
+ void close_drawer(open_close const&) { std::cout << "player::close_drawer\n"; }
+ void store_cd_info(cd_detected const& cd) {std::cout << "player::store_cd_info\n";}
+ void stop_playback(stop const&) { std::cout << "player::stop_playback\n"; }
+ void pause_playback(pause const&) { std::cout << "player::pause_playback\n"; }
+ void resume_playback(end_pause const&) { std::cout << "player::resume_playback\n"; }
+ void stop_and_open(open_close const&) { std::cout << "player::stop_and_open\n"; }
+ void stopped_again(stop const&){std::cout << "player::stopped_again\n";}
+ // 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;
+ }
+ };
+ // Pick a back-end
+ 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;
+ }
+
+ void test()
+ {
+ player p;
+
+ // needed to start the highest-level SM. This will call on_entry and mark the start of the SM
+ p.start();
+ // tests some flags
+ std::cout << "CDLoaded active:" << std::boolalpha << p.is_flag_active<CDLoaded>() << std::endl; //=> false (no CD yet)
+ // go to Open, call on_exit on Empty, then action, then on_entry on Open
+ p.process_event(open_close()); pstate(p);
+ p.process_event(open_close()); pstate(p);
+ p.process_event(cd_detected("louie, louie"));
+ p.process_event(play());
+
+ // at this point, Play is active
+ std::cout << "PlayingPaused active:" << std::boolalpha << p.is_flag_active<PlayingPaused>() << std::endl;//=> true
+ std::cout << "FirstSong active:" << std::boolalpha << p.is_flag_active<FirstSongPlaying>() << std::endl;//=> true
+
+ // make transition happen inside it. Player has no idea about this event but it's ok.
+ p.process_event(NextSong());pstate(p); //2nd song active
+ p.process_event(NextSong());pstate(p);//3rd song active
+ p.process_event(PreviousSong());pstate(p);//2nd song active
+ std::cout << "FirstSong active:" << std::boolalpha << p.is_flag_active<FirstSongPlaying>() << std::endl;//=> false
+
+ std::cout << "PlayingPaused active:" << std::boolalpha << p.is_flag_active<PlayingPaused>() << std::endl;//=> true
+ p.process_event(pause()); pstate(p);
+ std::cout << "PlayingPaused active:" << std::boolalpha << p.is_flag_active<PlayingPaused>() << std::endl;//=> true
+ // go back to Playing
+ // as you see, it starts back from the original state
+ p.process_event(end_pause()); pstate(p);
+ p.process_event(pause()); pstate(p);
+ p.process_event(stop()); pstate(p);
+ std::cout << "PlayingPaused active:" << std::boolalpha << p.is_flag_active<PlayingPaused>() << std::endl;//=> false
+ std::cout << "CDLoaded active:" << std::boolalpha << p.is_flag_active<CDLoaded>() << std::endl;//=> true
+
+ // event leading to the same state
+ p.process_event(stop()); pstate(p);
+ }
+}
+
+int main()
+{
+ test();
+ return 0;
+}
diff --git a/libs/msm/doc/PDF/examples/FsmAsPtr.cpp b/libs/msm/doc/PDF/examples/FsmAsPtr.cpp
new file mode 100644
index 0000000000..594c331386
--- /dev/null
+++ b/libs/msm/doc/PDF/examples/FsmAsPtr.cpp
@@ -0,0 +1,169 @@
+// 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 "FsmAsPtr.h"
+
+#include <boost/msm/back/state_machine.hpp>
+#include <boost/msm/front/euml/euml.hpp>
+
+// cpp: using directives are okay
+using namespace std;
+using namespace boost::msm::front::euml;
+namespace msm = boost::msm;
+
+// entry/exit/action/guard logging functors
+#include "logging_functors.h"
+
+namespace
+{
+ // events
+ BOOST_MSM_EUML_EVENT(play)
+ BOOST_MSM_EUML_EVENT(end_pause)
+ BOOST_MSM_EUML_EVENT(stop)
+ BOOST_MSM_EUML_EVENT(pause)
+ BOOST_MSM_EUML_EVENT(open_close)
+ BOOST_MSM_EUML_EVENT(cd_detected)
+
+ // Concrete FSM implementation
+ // The list of FSM states
+ // state not needing any entry or exit
+ BOOST_MSM_EUML_STATE((),Paused)
+
+ // it is also possible to define a state which you can implement normally
+ // just make it a state, as usual, and also a grammar terminal, euml_state
+ struct Empty_impl : public msm::front::state<> , public euml_state<Empty_impl>
+ {
+ // this allows us to add some functions
+ void activate_empty() {std::cout << "switching to Empty " << std::endl;}
+ // standard entry behavior
+ template <class Event,class FSM>
+ void on_entry(Event const& evt,FSM& fsm)
+ {
+ std::cout << "entering: Empty" << std::endl;
+ }
+ template <class Event,class FSM>
+ void on_exit(Event const& evt,FSM& fsm)
+ {
+ std::cout << "leaving: Empty" << std::endl;
+ }
+ };
+ //instance for use in the transition table
+ Empty_impl const Empty;
+
+ // create a functor and a eUML function for the activate_empty method from Entry
+ BOOST_MSM_EUML_METHOD(ActivateEmpty_ , activate_empty , activate_empty_ , void , void )
+
+ // define more states
+ BOOST_MSM_EUML_STATE(( Open_Entry,Open_Exit ),Open)
+ BOOST_MSM_EUML_STATE(( Stopped_Entry,Stopped_Exit ),Stopped)
+ BOOST_MSM_EUML_STATE(( Playing_Entry,Playing_Exit ),Playing)
+
+ // it is also possible to use a plain functor, with default-constructor in the transition table
+ struct start_play
+ {
+ template <class FSM,class EVT,class SourceState,class TargetState>
+ void operator()(EVT const& ,FSM&,SourceState& ,TargetState& )
+ {
+ cout << "player::start_play" << endl;
+ }
+ };
+ // replaces the old transition table
+ BOOST_MSM_EUML_TRANSITION_TABLE((
+ Playing == Stopped + play / start_play() ,
+ Playing == Paused + end_pause / resume_playback,
+ // +------------------------------------------------------------------------------+
+ Empty == Open + open_close / (close_drawer,activate_empty_(target_)),
+ // +------------------------------------------------------------------------------+
+ Open == Empty + open_close / open_drawer,
+ Open == Paused + open_close / stop_and_open,
+ Open == Stopped + open_close / open_drawer,
+ Open == Playing + open_close / stop_and_open,
+ // +------------------------------------------------------------------------------+
+ Paused == Playing + pause / pause_playback,
+ // +------------------------------------------------------------------------------+
+ Stopped == Playing + stop / stop_playback,
+ Stopped == Paused + stop / stop_playback,
+ Stopped == Empty + cd_detected / (store_cd_info,process_(play)),
+ Stopped == Stopped + stop
+ // +------------------------------------------------------------------------------+
+ ),transition_table)
+
+ // create a state machine "on the fly"
+ BOOST_MSM_EUML_DECLARE_STATE_MACHINE(( transition_table, //STT
+ init_ << Empty, // Init State
+ no_action, // Entry
+ no_action, // Exit
+ attributes_ << no_attributes_, // Attributes
+ configure_ << no_configure_, // configuration
+ Log_No_Transition // no_transition handler
+ ),
+ my_machine_impl_) //fsm name
+
+
+ // choice of back-end
+ typedef msm::back::state_machine<my_machine_impl_> my_machine_impl;
+}
+player::player()
+: fsm_(new my_machine_impl)
+{
+ boost::static_pointer_cast<my_machine_impl>(fsm_)->start();
+}
+
+void player::do_play()
+{
+ boost::static_pointer_cast<my_machine_impl>(fsm_)->process_event(play);
+}
+void player::do_pause()
+{
+ boost::static_pointer_cast<my_machine_impl>(fsm_)->process_event(pause);
+}
+void player::do_open_close()
+{
+ boost::static_pointer_cast<my_machine_impl>(fsm_)->process_event(open_close);
+}
+void player::do_end_pause()
+{
+ boost::static_pointer_cast<my_machine_impl>(fsm_)->process_event(end_pause);
+}
+void player::do_stop()
+{
+ boost::static_pointer_cast<my_machine_impl>(fsm_)->process_event(stop);
+}
+void player::do_cd_detected()
+{
+ boost::static_pointer_cast<my_machine_impl>(fsm_)->process_event(cd_detected);
+}
+
+
+int main()
+{
+ player p;
+ // note that we write open_close and not open_close(), like usual. Both are possible with eUML, but
+ // you now have less to type.
+ // go to Open, call on_exit on Empty, then action, then on_entry on Open
+ p.do_open_close();
+ p.do_open_close();
+ p.do_cd_detected();
+ // no need to call play as the previous event does it in its action method
+
+ // at this point, Play is active
+ p.do_pause();
+ // go back to Playing
+ p.do_end_pause();
+ p.do_pause();
+ p.do_stop();
+ // event leading to the same state
+ // no action method called as none is defined in the transition table
+ p.do_stop();
+ // test call to no_transition
+ p.do_pause();
+ return 0;
+}
+
diff --git a/libs/msm/doc/PDF/examples/FsmAsPtr.hpp b/libs/msm/doc/PDF/examples/FsmAsPtr.hpp
new file mode 100644
index 0000000000..ef0376a42e
--- /dev/null
+++ b/libs/msm/doc/PDF/examples/FsmAsPtr.hpp
@@ -0,0 +1,36 @@
+// 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)
+
+#ifndef FSM_AS_PTR_H
+#define FSM_AS_PTR_H
+
+#include <boost/shared_ptr.hpp>
+
+class player
+{
+public:
+ player();
+ virtual ~player(){}
+
+ // public interface
+ void do_play();
+ void do_pause();
+ void do_open_close();
+ void do_end_pause();
+ void do_stop();
+ void do_cd_detected();
+
+private:
+ // my state machine, hidden
+ boost::shared_ptr<void> fsm_;
+
+};
+
+#endif //FSM_AS_PTR_H
diff --git a/libs/msm/doc/PDF/examples/History.cpp b/libs/msm/doc/PDF/examples/History.cpp
new file mode 100644
index 0000000000..483e122e7f
--- /dev/null
+++ b/libs/msm/doc/PDF/examples/History.cpp
@@ -0,0 +1,240 @@
+// 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 <iostream>
+// back-end
+#include <boost/msm/back/state_machine.hpp>
+//front-end
+#include <boost/msm/front/state_machine_def.hpp>
+
+namespace msm = boost::msm;
+namespace mpl = boost::mpl;
+
+namespace
+{
+ // events
+ struct play {};
+ struct end_pause {};
+ struct stop {};
+ struct pause {};
+ struct open_close {};
+ struct NextSong {};
+ struct PreviousSong {};
+
+ // A "complicated" event type that carries some data.
+ struct cd_detected
+ {
+ cd_detected(std::string name)
+ : name(name)
+ {}
+
+ std::string name;
+ };
+
+ // front-end: define the FSM structure
+ struct player_ : public msm::front::state_machine_def<player_>
+ {
+ // The list of FSM states
+ struct Empty : public msm::front::state<>
+ {
+ // every (optional) entry/exit methods get the event passed
+ 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_>
+ {
+ // when playing, the CD is loaded and we are in either pause or playing (duh)
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "entering: Playing" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "leaving: Playing" << std::endl;}
+
+ // The list of FSM states
+ struct Song1 : public msm::front::state<>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "starting: First song" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "finishing: First Song" << std::endl;}
+ };
+ struct Song2 : public msm::front::state<>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "starting: Second song" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "finishing: Second Song" << std::endl;}
+ };
+ struct Song3 : public msm::front::state<>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "starting: Third song" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "finishing: Third Song" << std::endl;}
+ };
+ // 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;
+ }
+
+ };
+ // back-end
+ // demonstrates Shallow History: if the state gets activated with end_pause
+ // then it will remember the last active state and reactivate it
+ // also possible: AlwaysHistory, the last active state will always be reactivated
+ // or NoHistory, always restart from the initial state
+ typedef msm::back::state_machine<Playing_,msm::back::ShallowHistory<mpl::vector<end_pause> > > 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&) { std::cout << "player::start_playback\n"; }
+ void open_drawer(open_close const&) { std::cout << "player::open_drawer\n"; }
+ void close_drawer(open_close const&) { std::cout << "player::close_drawer\n"; }
+ void store_cd_info(cd_detected const& cd) {std::cout << "player::store_cd_info\n";}
+ void stop_playback(stop const&) { std::cout << "player::stop_playback\n"; }
+ void pause_playback(pause const&) { std::cout << "player::pause_playback\n"; }
+ void resume_playback(end_pause const&) { std::cout << "player::resume_playback\n"; }
+ void stop_and_open(open_close const&) { std::cout << "player::stop_and_open\n"; }
+ void stopped_again(stop const&){std::cout << "player::stopped_again\n";}
+ // 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;
+ }
+
+ };
+ // Pick a back-end
+ 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;
+ }
+
+ void test()
+ {
+ player p;
+
+ // needed to start the highest-level SM. This will call on_entry and mark the start of the SM
+ p.start();
+ // go to Open, call on_exit on Empty, then action, then on_entry on Open
+ p.process_event(open_close()); pstate(p);
+ p.process_event(open_close()); pstate(p);
+ p.process_event(cd_detected("louie, louie"));
+ p.process_event(play());
+
+ // at this point, Play is active
+ // make transition happen inside it. Player has no idea about this event but it's ok.
+ p.process_event(NextSong());pstate(p); //2nd song active
+ p.process_event(NextSong());pstate(p);//3rd song active
+ p.process_event(PreviousSong());pstate(p);//2nd song active
+
+ p.process_event(pause()); pstate(p);
+ // go back to Playing
+ // as you see, remembers the original state as end_pause is an history trigger
+ p.process_event(end_pause()); pstate(p);
+ p.process_event(pause()); pstate(p);
+ p.process_event(stop()); pstate(p);
+ // event leading to the same state
+ p.process_event(stop()); pstate(p);
+ // play does not trigger shallow history => start back from 1st song
+ p.process_event(play()); pstate(p);
+ }
+}
+
+int main()
+{
+ test();
+ return 0;
+}
diff --git a/libs/msm/doc/PDF/examples/HistoryEuml.cpp b/libs/msm/doc/PDF/examples/HistoryEuml.cpp
new file mode 100644
index 0000000000..15a68e2aa3
--- /dev/null
+++ b/libs/msm/doc/PDF/examples/HistoryEuml.cpp
@@ -0,0 +1,180 @@
+// 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 <iostream>
+
+#include <boost/msm/back/state_machine.hpp>
+#include <boost/msm/front/euml/euml.hpp>
+
+using namespace std;
+using namespace boost::msm::front::euml;
+namespace msm = boost::msm;
+namespace mpl = boost::mpl;
+
+// entry/exit/action/guard logging functors
+#include "logging_functors.h"
+
+namespace // Concrete FSM implementation
+{
+ // events
+ BOOST_MSM_EUML_EVENT(play)
+ BOOST_MSM_EUML_EVENT(end_pause)
+ BOOST_MSM_EUML_EVENT(stop)
+ BOOST_MSM_EUML_EVENT(pause)
+ BOOST_MSM_EUML_EVENT(open_close)
+ BOOST_MSM_EUML_EVENT(next_song)
+ BOOST_MSM_EUML_EVENT(previous_song)
+
+ // A "complicated" event type that carries some data.
+ BOOST_MSM_EUML_DECLARE_ATTRIBUTE(std::string,cd_name)
+ BOOST_MSM_EUML_DECLARE_ATTRIBUTE(DiskTypeEnum,cd_type)
+ BOOST_MSM_EUML_ATTRIBUTES((attributes_ << cd_name << cd_type ), cd_detected_attributes)
+ BOOST_MSM_EUML_EVENT_WITH_ATTRIBUTES(cd_detected,cd_detected_attributes)
+
+ // Concrete FSM implementation
+ // The list of FSM states
+ // state not defining any entry or exit
+ BOOST_MSM_EUML_STATE((),Paused)
+ BOOST_MSM_EUML_STATE(( Empty_Entry,Empty_Exit ),Empty)
+ BOOST_MSM_EUML_STATE(( Open_Entry,Open_Exit ),Open)
+ BOOST_MSM_EUML_STATE(( Stopped_Entry,Stopped_Exit ),Stopped)
+
+
+ // Playing is now a state machine itself.
+
+ // It has 3 substates
+ BOOST_MSM_EUML_STATE(( Song1_Entry,Song1_Exit ),Song1)
+ BOOST_MSM_EUML_STATE(( Song2_Entry,Song2_Exit ),Song2)
+ BOOST_MSM_EUML_STATE(( Song3_Entry,Song3_Exit ),Song3)
+
+
+ // Playing has a transition table
+ BOOST_MSM_EUML_TRANSITION_TABLE((
+ // +------------------------------------------------------------------------------+
+ Song2 == Song1 + next_song / start_next_song,
+ Song1 == Song2 + previous_song / start_prev_song,
+ Song3 == Song2 + next_song / start_next_song,
+ Song2 == Song3 + previous_song / start_prev_song
+ // +------------------------------------------------------------------------------+
+ ),playing_transition_table )
+
+ // VC9 cannot compile the typedef with build_sm if one is also used for player
+ BOOST_MSM_EUML_DECLARE_STATE_MACHINE( (playing_transition_table, //STT
+ init_ << Song1 // Init State
+ ),Playing_)
+ // choice of back-end
+ typedef msm::back::state_machine<Playing_,
+ msm::back::ShallowHistory<mpl::vector<BOOST_MSM_EUML_EVENT_NAME(end_pause)> > > Playing_type;
+ Playing_type const Playing;
+
+ // guard conditions
+ BOOST_MSM_EUML_ACTION(good_disk_format)
+ {
+ template <class FSM,class EVT,class SourceState,class TargetState>
+ bool operator()(EVT const& evt,FSM&,SourceState& ,TargetState& )
+ {
+ // to test a guard condition, let's say we understand only CDs, not DVD
+ if (evt.get_attribute(cd_type)!=DISK_CD)
+ {
+ std::cout << "wrong disk, sorry" << std::endl;
+ // just for logging, does not block any transition
+ return true;
+ }
+ std::cout << "good disk" << std::endl;
+ return true;
+ }
+ };
+ // replaces the old transition table
+ BOOST_MSM_EUML_TRANSITION_TABLE((
+ Playing == Stopped + play / start_playback,
+ Playing == Paused + end_pause / resume_playback,
+ // +------------------------------------------------------------------------------+
+ Empty == Open + open_close / close_drawer,
+ // +------------------------------------------------------------------------------+
+ Open == Empty + open_close / open_drawer,
+ Open == Paused + open_close / stop_and_open,
+ Open == Stopped + open_close / open_drawer,
+ Open == Playing + open_close / stop_and_open,
+ // +------------------------------------------------------------------------------+
+ Paused == Playing + pause / pause_playback,
+ // +------------------------------------------------------------------------------+
+ Stopped == Playing + stop / stop_playback,
+ Stopped == Paused + stop / stop_playback,
+ Stopped == Empty + cd_detected [good_disk_format&&
+ (event_(cd_type)==Int_<DISK_CD>())]
+ / (store_cd_info,process_(play)),
+ Stopped == Stopped + stop
+ // +------------------------------------------------------------------------------+
+ ),transition_table)
+
+ // create a state machine "on the fly"
+ BOOST_MSM_EUML_DECLARE_STATE_MACHINE(( transition_table, //STT
+ init_ << Empty, // Init State
+ no_action, // Entry
+ no_action, // Exit
+ attributes_ << no_attributes_, // Attributes
+ configure_ << no_configure_, // configuration
+ Log_No_Transition // no_transition handler
+ ),
+ player_) //fsm name
+
+ // choice of back-end
+ typedef msm::back::state_machine<player_> player;
+
+ //
+ // Testing utilities.
+ //
+ static char const* const state_names[] = { "Stopped", "Paused", "Open", "Empty", "Playing" };
+ void pstate(player const& p)
+ {
+ std::cout << " -> " << state_names[p.current_state()[0]] << std::endl;
+ }
+
+ void test()
+ {
+ player p;
+ // needed to start the highest-level SM. This will call on_entry and mark the start of the SM
+ p.start();
+ // go to Open, call on_exit on Empty, then action, then on_entry on Open
+ p.process_event(open_close); pstate(p);
+ p.process_event(open_close); pstate(p);
+ // will be rejected, wrong disk type
+ p.process_event(
+ cd_detected("louie, louie",DISK_DVD)); pstate(p);
+ p.process_event(
+ cd_detected("louie, louie",DISK_CD)); pstate(p);
+ // no need to call play as the previous event does it in its action method
+ //p.process_event(play);
+
+ // make transition happen inside it. Player has no idea about this event but it's ok.
+ p.process_event(next_song);pstate(p); //2nd song active
+ p.process_event(next_song);pstate(p);//3rd song active
+ p.process_event(previous_song);pstate(p);//2nd song active
+
+ // at this point, Play is active
+ p.process_event(pause); pstate(p);
+ // go back to Playing
+ // as you see, remembers the original state as end_pause is an history trigger
+ p.process_event(end_pause); pstate(p);
+ p.process_event(pause); pstate(p);
+ p.process_event(stop); pstate(p);
+ // event leading to the same state
+ // no action method called as none is defined in the transition table
+ p.process_event(stop); pstate(p);
+ // test call to no_transition
+ p.process_event(play); pstate(p);
+ }
+}
+
+int main()
+{
+ test();
+ return 0;
+}
diff --git a/libs/msm/doc/PDF/examples/MsmComposite.cpp b/libs/msm/doc/PDF/examples/MsmComposite.cpp
new file mode 100644
index 0000000000..556aad42b3
--- /dev/null
+++ b/libs/msm/doc/PDF/examples/MsmComposite.cpp
@@ -0,0 +1,243 @@
+// 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;
+}
+
diff --git a/libs/msm/doc/PDF/examples/MsmSimple.cpp b/libs/msm/doc/PDF/examples/MsmSimple.cpp
new file mode 100644
index 0000000000..f074a2fc4e
--- /dev/null
+++ b/libs/msm/doc/PDF/examples/MsmSimple.cpp
@@ -0,0 +1,199 @@
+// 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{};
+
+ // 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<>
+ {
+ 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<>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {/*std::cout << "entering: Playing" << std::endl;*/}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {/*std::cout << "leaving: Playing" << std::endl;*/}
+ };
+
+ 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
+ // +---------+-------------+---------+---------------------+----------------------+
+ _row < Stopped , play , Playing >,
+ _row < Stopped , open_close , Open >,
+ _row < Stopped , stop , Stopped >,
+ // +---------+-------------+---------+---------------------+----------------------+
+ _row < Open , open_close , Empty >,
+ // +---------+-------------+---------+---------------------+----------------------+
+ _row < Empty , open_close , Open >,
+ _row < Empty , cd_detected , Stopped >,
+ // +---------+-------------+---------+---------------------+----------------------+
+ _row < Playing , stop , Stopped >,
+ _row < Playing , pause , Paused >,
+ _row < Playing , open_close , Open >,
+ // +---------+-------------+---------+---------------------+----------------------+
+ _row < Paused , end_pause , Playing >,
+ _row < Paused , stop , Stopped >,
+ _row < Paused , open_close , 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());
+ 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;
+}
+
diff --git a/libs/msm/doc/PDF/examples/MsmSimpleFunctors.cpp b/libs/msm/doc/PDF/examples/MsmSimpleFunctors.cpp
new file mode 100644
index 0000000000..95c0aa650e
--- /dev/null
+++ b/libs/msm/doc/PDF/examples/MsmSimpleFunctors.cpp
@@ -0,0 +1,254 @@
+// 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>
+#include <boost/msm/front/functor_row.hpp>
+
+namespace msm = boost::msm;
+namespace mpl = boost::mpl;
+using namespace msm::front;
+
+#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{};
+
+ // 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<>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {/*std::cout << "entering: Playing" << std::endl;*/}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {/*std::cout << "leaving: Playing" << std::endl;*/}
+ };
+
+ // 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
+ struct start_playback
+ {
+ template <class FSM,class EVT,class SourceState,class TargetState>
+ void operator()(EVT const& ,FSM&,SourceState& ,TargetState& )
+ {
+ }
+ };
+ struct open_drawer
+ {
+ template <class FSM,class EVT,class SourceState,class TargetState>
+ void operator()(EVT const& ,FSM&,SourceState& ,TargetState& )
+ {
+ }
+ };
+ struct close_drawer
+ {
+ template <class FSM,class EVT,class SourceState,class TargetState>
+ void operator()(EVT const& ,FSM&,SourceState& ,TargetState& )
+ {
+ }
+ };
+ struct store_cd_info
+ {
+ template <class FSM,class EVT,class SourceState,class TargetState>
+ void operator()(EVT const&, FSM& fsm ,SourceState& ,TargetState& )
+ {
+ }
+ };
+ struct stop_playback
+ {
+ template <class FSM,class EVT,class SourceState,class TargetState>
+ void operator()(EVT const& ,FSM&,SourceState& ,TargetState& )
+ {
+ }
+ };
+ struct pause_playback
+ {
+ template <class FSM,class EVT,class SourceState,class TargetState>
+ void operator()(EVT const& ,FSM&,SourceState& ,TargetState& )
+ {
+ }
+ };
+ struct resume_playback
+ {
+ template <class FSM,class EVT,class SourceState,class TargetState>
+ void operator()(EVT const& ,FSM&,SourceState& ,TargetState& )
+ {
+ }
+ };
+ struct stop_and_open
+ {
+ template <class FSM,class EVT,class SourceState,class TargetState>
+ void operator()(EVT const& ,FSM&,SourceState& ,TargetState& )
+ {
+ }
+ };
+ struct stopped_again
+ {
+ template <class FSM,class EVT,class SourceState,class TargetState>
+ void operator()(EVT const& ,FSM&,SourceState& ,TargetState& )
+ {
+ }
+ };
+ // guard conditions
+
+ // Transition table for player
+ struct transition_table : mpl::vector<
+ // Start Event Next Action Guard
+ // +---------+-------------+---------+---------------------+----------------------+
+ Row < Stopped , play , Playing , start_playback >,
+ Row < Stopped , open_close , Open , open_drawer >,
+ Row < Stopped , stop , Stopped , stopped_again >,
+ // +---------+-------------+---------+---------------------+----------------------+
+ Row < Open , open_close , Empty , close_drawer >,
+ // +---------+-------------+---------+---------------------+----------------------+
+ Row < Empty , open_close , Open , open_drawer >,
+ Row < Empty , cd_detected , Stopped , store_cd_info >,
+ // +---------+-------------+---------+---------------------+----------------------+
+ Row < Playing , stop , Stopped , stop_playback >,
+ Row < Playing , pause , Paused , pause_playback >,
+ Row < Playing , open_close , Open , stop_and_open >,
+ // +---------+-------------+---------+---------------------+----------------------+
+ Row < Paused , end_pause , Playing , resume_playback >,
+ Row < Paused , stop , Stopped , stop_playback >,
+ Row < Paused , open_close , Open , 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());
+ 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;
+}
+
diff --git a/libs/msm/doc/PDF/examples/Orthogonal-deferred.cpp b/libs/msm/doc/PDF/examples/Orthogonal-deferred.cpp
new file mode 100644
index 0000000000..facfa67c12
--- /dev/null
+++ b/libs/msm/doc/PDF/examples/Orthogonal-deferred.cpp
@@ -0,0 +1,314 @@
+// 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 <iostream>
+// back-end
+#include <boost/msm/back/state_machine.hpp>
+//front-end
+#include <boost/msm/front/state_machine_def.hpp>
+
+namespace msm = boost::msm;
+namespace mpl = boost::mpl;
+
+namespace
+{
+ // events
+ struct play {};
+ struct end_pause {};
+ struct stop {};
+ struct pause {};
+ struct open_close {};
+ struct NextSong {};
+ struct PreviousSong {};
+ struct error_found {};
+ struct end_error {};
+
+ // Flags. Allow information about a property of the current state
+ struct PlayingPaused{};
+ struct CDLoaded {};
+ struct FirstSongPlaying {};
+
+ // A "complicated" event type that carries some data.
+ struct cd_detected
+ {
+ cd_detected(std::string name)
+ : name(name)
+ {}
+
+ std::string name;
+ };
+
+ // front-end: define the FSM structure
+ struct player_ : public msm::front::state_machine_def<player_>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const& ,FSM&)
+ {
+ std::cout << "entering: Player" << std::endl;
+ }
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& )
+ {
+ std::cout << "leaving: Player" << std::endl;
+ }
+ // The list of FSM states
+ struct Empty : public msm::front::state<>
+ {
+ // if the play event arrives in this state, defer it until a state handles it or
+ // rejects it
+ typedef mpl::vector<play> deferred_events;
+ // every (optional) entry/exit methods get the event passed.
+ 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<>
+ {
+ // if the play event arrives in this state, defer it until a state handles it or
+ // rejects it
+ typedef mpl::vector<play> deferred_events;
+ typedef mpl::vector1<CDLoaded> flag_list;
+ 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
+ typedef mpl::vector1<CDLoaded> flag_list;
+ 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;}
+ };
+
+ // the player state machine contains a state which is himself a state machine
+ // as you see, no need to declare it anywhere so Playing can be developed separately
+ // by another team in another module. For simplicity I just declare it inside player
+ struct Playing_ : public msm::front::state_machine_def<Playing_>
+ {
+ // when playing, the CD is loaded and we are in either pause or playing (duh)
+ typedef mpl::vector2<PlayingPaused,CDLoaded> flag_list;
+
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "entering: Playing" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "leaving: Playing" << std::endl;}
+ // The list of FSM states
+ struct Song1 : public msm::front::state<>
+ {
+ typedef mpl::vector1<FirstSongPlaying> flag_list;
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "starting: First song" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "finishing: First Song" << std::endl;}
+ };
+ struct Song2 : public msm::front::state<>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "starting: Second song" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "finishing: Second Song" << std::endl;}
+ };
+ struct Song3 : public msm::front::state<>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "starting: Third song" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "finishing: Third Song" << std::endl;}
+ };
+ // 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;
+ }
+ };
+ // back-end
+ typedef msm::back::state_machine<Playing_> Playing;
+
+ // state not defining any entry or exit
+ struct Paused : public msm::front::state<>
+ {
+ typedef mpl::vector2<PlayingPaused,CDLoaded> flag_list;
+ };
+ struct AllOk : public msm::front::state<>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "starting: AllOk" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "finishing: AllOk" << std::endl;}
+ };
+ // this state is also made terminal so that all the events are blocked
+ struct ErrorMode : //public msm::front::terminate_state<> // ErrorMode terminates the state machine
+ public msm::front::interrupt_state<end_error> // ErroMode just interrupts. Will resume if
+ // the event end_error is generated
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "starting: ErrorMode" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "finishing: ErrorMode" << std::endl;}
+ };
+ // the initial state of the player SM. Must be defined
+ typedef mpl::vector<Empty,AllOk> initial_state;
+
+ // transition actions
+ void start_playback(play const&) { std::cout << "player::start_playback\n"; }
+ void open_drawer(open_close const&) { std::cout << "player::open_drawer\n"; }
+ void close_drawer(open_close const&) { std::cout << "player::close_drawer\n"; }
+ void store_cd_info(cd_detected const& cd) {std::cout << "player::store_cd_info\n";}
+ void stop_playback(stop const&) { std::cout << "player::stop_playback\n"; }
+ void pause_playback(pause const&) { std::cout << "player::pause_playback\n"; }
+ void resume_playback(end_pause const&) { std::cout << "player::resume_playback\n"; }
+ void stop_and_open(open_close const&) { std::cout << "player::stop_and_open\n"; }
+ void stopped_again(stop const&){std::cout << "player::stopped_again\n";}
+ void report_error(error_found const&) {std::cout << "player::report_error\n";}
+ void report_end_error(end_error const&) {std::cout << "player::report_end_error\n";}
+
+ // 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 >,
+ // +---------+-------------+---------+---------------------+----------------------+
+ a_row < AllOk , error_found ,ErrorMode, &p::report_error >,
+ a_row <ErrorMode,end_error ,AllOk , &p::report_end_error >
+ // +---------+-------------+---------+---------------------+----------------------+
+ > {};
+
+ // 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;
+ }
+ };
+ // Pick a back-end
+ typedef msm::back::state_machine<player_> player;
+
+ //
+ // Testing utilities.
+ //
+ static char const* const state_names[] = { "Stopped", "Open", "Empty", "Playing", "Paused","AllOk","ErrorMode" };
+
+ void pstate(player const& p)
+ {
+ // we have now several active states, which we show
+ for (unsigned int i=0;i<player::nr_regions::value;++i)
+ {
+ std::cout << " -> " << state_names[p.current_state()[i]] << std::endl;
+ }
+ }
+
+ void test()
+ {
+ player p;
+ // needed to start the highest-level SM. This will call on_entry and mark the start of the SM
+ p.start();
+ // test deferred event
+ // deferred in Empty and Open, will be handled only after event cd_detected
+ p.process_event(play());
+
+ // tests some flags
+ std::cout << "CDLoaded active:" << std::boolalpha << p.is_flag_active<CDLoaded>() << std::endl; //=> false (no CD yet)
+ // go to Open, call on_exit on Empty, then action, then on_entry on Open
+ p.process_event(open_close()); pstate(p);
+ p.process_event(open_close()); pstate(p);
+ p.process_event(cd_detected("louie, louie"));
+
+ // at this point, Play is active (was deferred)
+ std::cout << "PlayingPaused active:" << std::boolalpha << p.is_flag_active<PlayingPaused>() << std::endl;//=> true
+ std::cout << "FirstSong active:" << std::boolalpha << p.is_flag_active<FirstSongPlaying>() << std::endl;//=> true
+
+ // make transition happen inside it. Player has no idea about this event but it's ok.
+ p.process_event(NextSong());pstate(p); //2nd song active
+ p.process_event(NextSong());pstate(p);//3rd song active
+ p.process_event(PreviousSong());pstate(p);//2nd song active
+ std::cout << "FirstSong active:" << std::boolalpha << p.is_flag_active<FirstSongPlaying>() << std::endl;//=> false
+
+ std::cout << "PlayingPaused active:" << std::boolalpha << p.is_flag_active<PlayingPaused>() << std::endl;//=> true
+ p.process_event(pause()); pstate(p);
+ std::cout << "PlayingPaused active:" << std::boolalpha << p.is_flag_active<PlayingPaused>() << std::endl;//=> true
+ // go back to Playing
+ // as you see, it starts back from the original state
+ p.process_event(end_pause()); pstate(p);
+ p.process_event(pause()); pstate(p);
+ p.process_event(stop()); pstate(p);
+ std::cout << "PlayingPaused active:" << std::boolalpha << p.is_flag_active<PlayingPaused>() << std::endl;//=> false
+ std::cout << "CDLoaded active:" << std::boolalpha << p.is_flag_active<CDLoaded>() << std::endl;//=> true
+ // by default, the flags are OR'ed but you can also use AND. Then the flag must be present in
+ // all of the active states
+ std::cout << "CDLoaded active with AND:" << std::boolalpha << p.is_flag_active<CDLoaded,player::Flag_AND>() << std::endl;//=> false
+
+ // event leading to the same state
+ p.process_event(stop()); pstate(p);
+
+ // event leading to a terminal/interrupt state
+ p.process_event(error_found()); pstate(p);
+ // try generating more events
+ std::cout << "Trying to generate another event" << std::endl; // will not work, fsm is terminated or interrupted
+ p.process_event(play());pstate(p);
+ std::cout << "Trying to end the error" << std::endl; // will work only if ErrorMode is interrupt state
+ p.process_event(end_error());pstate(p);
+ std::cout << "Trying to generate another event" << std::endl; // will work only if ErrorMode is interrupt state
+ p.process_event(play());pstate(p);
+ std::cout << "stop fsm" << std::endl;
+ p.stop();
+
+ }
+}
+
+int main()
+{
+ test();
+ return 0;
+}
diff --git a/libs/msm/doc/PDF/examples/Orthogonal-deferred2.cpp b/libs/msm/doc/PDF/examples/Orthogonal-deferred2.cpp
new file mode 100644
index 0000000000..e5fa6c7cb3
--- /dev/null
+++ b/libs/msm/doc/PDF/examples/Orthogonal-deferred2.cpp
@@ -0,0 +1,303 @@
+// 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 <iostream>
+// back-end
+#include <boost/msm/back/state_machine.hpp>
+//front-end
+#include <boost/msm/front/state_machine_def.hpp>
+#include <boost/msm/front/functor_row.hpp>
+
+namespace msm = boost::msm;
+namespace mpl = boost::mpl;
+using namespace boost::msm::front;
+
+namespace
+{
+ // events
+ struct play {};
+ struct end_pause {};
+ struct stop {};
+ struct pause {};
+ struct open_close {};
+ struct NextSong {};
+ struct PreviousSong {};
+ struct error_found {};
+ struct end_error {};
+
+ // Flags. Allow information about a property of the current state
+ struct PlayingPaused{};
+ struct CDLoaded {};
+ struct FirstSongPlaying {};
+
+ // A "complicated" event type that carries some data.
+ struct cd_detected
+ {
+ cd_detected(std::string name)
+ : name(name)
+ {}
+
+ std::string name;
+ };
+
+ // front-end: define the FSM structure
+ struct player_ : public msm::front::state_machine_def<player_>
+ {
+ // we want deferred events and no state requires deferred events (only the fsm in the
+ // transition table), so the fsm does.
+ typedef int activate_deferred_events;
+ // The list of FSM states
+ struct Empty : public msm::front::state<>
+ {
+ // every (optional) entry/exit methods get the event passed.
+ 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<>
+ {
+ typedef mpl::vector1<CDLoaded> flag_list;
+ 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
+ typedef mpl::vector1<CDLoaded> flag_list;
+ 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;}
+ };
+
+ // the player state machine contains a state which is himself a state machine
+ // as you see, no need to declare it anywhere so Playing can be developed separately
+ // by another team in another module. For simplicity I just declare it inside player
+ struct Playing_ : public msm::front::state_machine_def<Playing_>
+ {
+ // when playing, the CD is loaded and we are in either pause or playing (duh)
+ typedef mpl::vector2<PlayingPaused,CDLoaded> flag_list;
+
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "entering: Playing" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "leaving: Playing" << std::endl;}
+ // The list of FSM states
+ struct Song1 : public msm::front::state<>
+ {
+ typedef mpl::vector1<FirstSongPlaying> flag_list;
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "starting: First song" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "finishing: First Song" << std::endl;}
+ };
+ struct Song2 : public msm::front::state<>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "starting: Second song" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "finishing: Second Song" << std::endl;}
+ };
+ struct Song3 : public msm::front::state<>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "starting: Third song" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "finishing: Third Song" << std::endl;}
+ };
+ // 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;
+ }
+ };
+ // back-end
+ typedef msm::back::state_machine<Playing_> Playing;
+
+ // state not defining any entry or exit
+ struct Paused : public msm::front::state<>
+ {
+ typedef mpl::vector2<PlayingPaused,CDLoaded> flag_list;
+ };
+ struct AllOk : public msm::front::state<>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "starting: AllOk" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "finishing: AllOk" << std::endl;}
+ };
+ // this state is also made terminal so that all the events are blocked
+ struct ErrorMode : //public msm::front::terminate_state<> // ErrorMode terminates the state machine
+ public msm::front::interrupt_state<end_error> // ErroMode just interrupts. Will resume if
+ // the event end_error is generated
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "starting: ErrorMode" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "finishing: ErrorMode" << std::endl;}
+ };
+ // the initial state of the player SM. Must be defined
+ typedef mpl::vector<Empty,AllOk> initial_state;
+
+ // transition actions
+ void start_playback(play const&) { std::cout << "player::start_playback\n"; }
+ void open_drawer(open_close const&) { std::cout << "player::open_drawer\n"; }
+ void close_drawer(open_close const&) { std::cout << "player::close_drawer\n"; }
+ void store_cd_info(cd_detected const& cd) {std::cout << "player::store_cd_info\n";}
+ void stop_playback(stop const&) { std::cout << "player::stop_playback\n"; }
+ void pause_playback(pause const&) { std::cout << "player::pause_playback\n"; }
+ void resume_playback(end_pause const&) { std::cout << "player::resume_playback\n"; }
+ void stop_and_open(open_close const&) { std::cout << "player::stop_and_open\n"; }
+ void stopped_again(stop const&){std::cout << "player::stopped_again\n";}
+ void report_error(error_found const&) {std::cout << "player::report_error\n";}
+ void report_end_error(end_error const&) {std::cout << "player::report_end_error\n";}
+
+ // 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 >,
+ Row < Open , play , none , Defer , none >,
+ // +---------+-------------+---------+---------------------+----------------------+
+ a_row < Empty , open_close , Open , &p::open_drawer >,
+ a_row < Empty , cd_detected , Stopped , &p::store_cd_info >,
+ Row < Empty , play , none , Defer , none >,
+ // +---------+-------------+---------+---------------------+----------------------+
+ 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 >,
+ // +---------+-------------+---------+---------------------+----------------------+
+ a_row < AllOk , error_found ,ErrorMode, &p::report_error >,
+ a_row <ErrorMode,end_error ,AllOk , &p::report_end_error >
+ // +---------+-------------+---------+---------------------+----------------------+
+ > {};
+
+ // 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;
+ }
+ };
+ // Pick a back-end
+ typedef msm::back::state_machine<player_> player;
+
+ //
+ // Testing utilities.
+ //
+ static char const* const state_names[] = { "Stopped", "Open", "Empty", "Playing", "Paused","AllOk","ErrorMode" };
+
+ void pstate(player const& p)
+ {
+ // we have now several active states, which we show
+ for (unsigned int i=0;i<player::nr_regions::value;++i)
+ {
+ std::cout << " -> " << state_names[p.current_state()[i]] << std::endl;
+ }
+ }
+
+ void test()
+ {
+ player p;
+ // needed to start the highest-level SM. This will call on_entry and mark the start of the SM
+ p.start();
+ // test deferred event
+ // deferred in Empty and Open, will be handled only after event cd_detected
+ p.process_event(play());
+
+ // tests some flags
+ std::cout << "CDLoaded active:" << std::boolalpha << p.is_flag_active<CDLoaded>() << std::endl; //=> false (no CD yet)
+ // go to Open, call on_exit on Empty, then action, then on_entry on Open
+ p.process_event(open_close()); pstate(p);
+ p.process_event(open_close()); pstate(p);
+ p.process_event(cd_detected("louie, louie"));
+
+ // at this point, Play is active (was deferred)
+ std::cout << "PlayingPaused active:" << std::boolalpha << p.is_flag_active<PlayingPaused>() << std::endl;//=> true
+ std::cout << "FirstSong active:" << std::boolalpha << p.is_flag_active<FirstSongPlaying>() << std::endl;//=> true
+
+ // make transition happen inside it. Player has no idea about this event but it's ok.
+ p.process_event(NextSong());pstate(p); //2nd song active
+ p.process_event(NextSong());pstate(p);//3rd song active
+ p.process_event(PreviousSong());pstate(p);//2nd song active
+ std::cout << "FirstSong active:" << std::boolalpha << p.is_flag_active<FirstSongPlaying>() << std::endl;//=> false
+
+ std::cout << "PlayingPaused active:" << std::boolalpha << p.is_flag_active<PlayingPaused>() << std::endl;//=> true
+ p.process_event(pause()); pstate(p);
+ std::cout << "PlayingPaused active:" << std::boolalpha << p.is_flag_active<PlayingPaused>() << std::endl;//=> true
+ // go back to Playing
+ // as you see, it starts back from the original state
+ p.process_event(end_pause()); pstate(p);
+ p.process_event(pause()); pstate(p);
+ p.process_event(stop()); pstate(p);
+ std::cout << "PlayingPaused active:" << std::boolalpha << p.is_flag_active<PlayingPaused>() << std::endl;//=> false
+ std::cout << "CDLoaded active:" << std::boolalpha << p.is_flag_active<CDLoaded>() << std::endl;//=> true
+ // by default, the flags are OR'ed but you can also use AND. Then the flag must be present in
+ // all of the active states
+ std::cout << "CDLoaded active with AND:" << std::boolalpha << p.is_flag_active<CDLoaded,player::Flag_AND>() << std::endl;//=> false
+
+ // event leading to the same state
+ p.process_event(stop()); pstate(p);
+
+ // event leading to a terminal/interrupt state
+ p.process_event(error_found()); pstate(p);
+ // try generating more events
+ std::cout << "Trying to generate another event" << std::endl; // will not work, fsm is terminated or interrupted
+ p.process_event(play());pstate(p);
+ std::cout << "Trying to end the error" << std::endl; // will work only if ErrorMode is interrupt state
+ p.process_event(end_error());pstate(p);
+ std::cout << "Trying to generate another event" << std::endl; // will work only if ErrorMode is interrupt state
+ p.process_event(play());pstate(p);
+
+ }
+}
+
+int main()
+{
+ test();
+ return 0;
+}
diff --git a/libs/msm/doc/PDF/examples/OrthogonalDeferredEuml.cpp b/libs/msm/doc/PDF/examples/OrthogonalDeferredEuml.cpp
new file mode 100644
index 0000000000..9b3553776b
--- /dev/null
+++ b/libs/msm/doc/PDF/examples/OrthogonalDeferredEuml.cpp
@@ -0,0 +1,263 @@
+// 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 <vector>
+#include <iostream>
+
+#include <boost/msm/back/state_machine.hpp>
+#include <boost/msm/front/euml/euml.hpp>
+
+using namespace std;
+using namespace boost::msm::front::euml;
+namespace msm = boost::msm;
+
+// entry/exit/action/guard logging functors
+#include "logging_functors.h"
+
+namespace // Concrete FSM implementation
+{
+ // events
+ BOOST_MSM_EUML_EVENT(play)
+ BOOST_MSM_EUML_EVENT(end_pause)
+ BOOST_MSM_EUML_EVENT(stop)
+ BOOST_MSM_EUML_EVENT(pause)
+ BOOST_MSM_EUML_EVENT(open_close)
+ BOOST_MSM_EUML_EVENT(next_song)
+ BOOST_MSM_EUML_EVENT(previous_song)
+ BOOST_MSM_EUML_EVENT(end_error)
+ BOOST_MSM_EUML_EVENT(error_found)
+
+ // A "complicated" event type that carries some data.
+ BOOST_MSM_EUML_DECLARE_ATTRIBUTE(std::string,cd_name)
+ BOOST_MSM_EUML_DECLARE_ATTRIBUTE(DiskTypeEnum,cd_type)
+ BOOST_MSM_EUML_ATTRIBUTES((attributes_ << cd_name << cd_type ), cd_detected_attributes)
+ BOOST_MSM_EUML_EVENT_WITH_ATTRIBUTES(cd_detected,cd_detected_attributes)
+
+
+ // Flags. Allow information about a property of the current state
+ BOOST_MSM_EUML_FLAG(PlayingPaused)
+ BOOST_MSM_EUML_FLAG(CDLoaded)
+ BOOST_MSM_EUML_FLAG(FirstSongPlaying)
+
+ // Concrete FSM implementation
+
+ // The list of FSM states
+
+ BOOST_MSM_EUML_STATE(( Empty_Entry,
+ Empty_Exit,
+ attributes_ << no_attributes_,
+ configure_ << play // defer play
+ ),
+ Empty)
+
+ BOOST_MSM_EUML_STATE(( Open_Entry,
+ Open_Exit,
+ attributes_ << no_attributes_,
+ configure_<< CDLoaded << play // defer play, flag state with CDLoaded
+ ),
+ Open)
+
+ BOOST_MSM_EUML_STATE(( Stopped_Entry,
+ Stopped_Exit,
+ attributes_ << no_attributes_,
+ configure_<< CDLoaded // flag state with CDLoaded
+ ),
+ Stopped)
+
+ // state not defining any entry or exit
+ BOOST_MSM_EUML_STATE(( no_action,
+ no_action,
+ attributes_ << no_attributes_,
+ configure_<< PlayingPaused << CDLoaded // flag state with CDLoaded and PlayingPaused
+ ),
+ Paused)
+
+ BOOST_MSM_EUML_STATE(( AllOk_Entry,AllOk_Exit ),AllOk)
+
+ // a terminate state
+ //BOOST_MSM_EUML_TERMINATE_STATE(( ErrorMode_Entry,ErrorMode_Exit ),ErrorMode)
+ // or as an interrupt state
+ BOOST_MSM_EUML_INTERRUPT_STATE(( end_error,ErrorMode_Entry,ErrorMode_Exit ),ErrorMode)
+
+ // Playing is now a state machine itself.
+ // It has 3 substates
+ BOOST_MSM_EUML_STATE(( Song1_Entry,
+ Song1_Exit,
+ attributes_ << no_attributes_,
+ configure_<< FirstSongPlaying ),Song1)
+
+ BOOST_MSM_EUML_STATE(( Song2_Entry,Song2_Exit ),Song2)
+ BOOST_MSM_EUML_STATE(( Song3_Entry,Song3_Exit ),Song3)
+
+ // Playing has a transition table
+ BOOST_MSM_EUML_TRANSITION_TABLE((
+ // +------------------------------------------------------------------------------+
+ Song2 == Song1 + next_song / start_next_song,
+ Song1 == Song2 + previous_song / start_prev_song,
+ Song3 == Song2 + next_song / start_next_song,
+ Song2 == Song3 + previous_song / start_prev_song
+ // +------------------------------------------------------------------------------+
+ ),playing_transition_table )
+
+ BOOST_MSM_EUML_DECLARE_STATE_MACHINE( (playing_transition_table, //STT
+ init_ << Song1, // Init State
+ no_action, // entry
+ no_action, // exit
+ attributes_ << no_attributes_, //attributes
+ configure_<< PlayingPaused << CDLoaded //flags
+ ),Playing_)
+ // choice of back-end
+ typedef msm::back::state_machine<Playing_> Playing_type;
+ Playing_type const Playing;
+
+ // guard conditions
+ BOOST_MSM_EUML_ACTION(good_disk_format)
+ {
+ template <class FSM,class EVT,class SourceState,class TargetState>
+ bool operator()(EVT const& evt,FSM&,SourceState& ,TargetState& )
+ {
+ // to test a guard condition, let's say we understand only CDs, not DVD
+ if (evt.get_attribute(cd_type)!=DISK_CD)
+ {
+ std::cout << "wrong disk, sorry" << std::endl;
+ // just for logging, does not block any transition
+ return true;
+ }
+ std::cout << "good disk" << std::endl;
+ return true;
+ }
+ };
+ // replaces the old transition table
+ BOOST_MSM_EUML_TRANSITION_TABLE((
+ Playing == Stopped + play / start_playback ,
+ Playing == Paused + end_pause / resume_playback,
+ // +------------------------------------------------------------------------------+
+ Empty == Open + open_close / close_drawer,
+ // +------------------------------------------------------------------------------+
+ Open == Empty + open_close / open_drawer,
+ Open == Paused + open_close / stop_and_open,
+ Open == Stopped + open_close / open_drawer,
+ Open == Playing + open_close / stop_and_open,
+ // +------------------------------------------------------------------------------+
+ Paused == Playing + pause / pause_playback,
+ // +------------------------------------------------------------------------------+
+ Stopped == Playing + stop / stop_playback,
+ Stopped == Paused + stop / stop_playback,
+ Stopped == Empty + cd_detected [good_disk_format&&
+ (event_(cd_type)==Int_<DISK_CD>())]
+ / (store_cd_info,process_(play)),
+ Stopped == Stopped + stop,
+ ErrorMode == AllOk + error_found / report_error,
+ AllOk == ErrorMode+ end_error / report_end_error
+ // +------------------------------------------------------------------------------+
+ ),transition_table)
+
+ // create a state machine "on the fly"
+ BOOST_MSM_EUML_DECLARE_STATE_MACHINE(( transition_table, //STT
+ init_ << Empty<< AllOk, // Init State
+ no_action, // Entry
+ no_action, // Exit
+ attributes_ << no_attributes_, // Attributes
+ configure_ << no_configure_, // configuration
+ Log_No_Transition // no_transition handler
+ ),
+ player_) //fsm name
+
+ // choice of back-end
+ typedef msm::back::state_machine<player_> player;
+
+ //
+ // Testing utilities.
+ //
+ static char const* const state_names[] = { "Stopped", "Paused", "Open", "Empty", "Playing","AllOk","ErrorMode" };
+ void pstate(player const& p)
+ {
+ // we have now several active states, which we show
+ for (unsigned int i=0;i<player::nr_regions::value;++i)
+ {
+ std::cout << " -> " << state_names[p.current_state()[i]] << std::endl;
+ }
+ }
+
+ void test()
+ {
+ player p;
+ // needed to start the highest-level SM. This will call on_entry and mark the start of the SM
+ p.start();
+
+ // tests some flags
+ std::cout << "CDLoaded active:" << std::boolalpha
+ << p.is_flag_active<BOOST_MSM_EUML_FLAG_NAME(CDLoaded)>() << std::endl; //=> false (no CD yet)
+ // go to Open, call on_exit on Empty, then action, then on_entry on Open
+ p.process_event(open_close); pstate(p);
+ p.process_event(open_close); pstate(p);
+ // will be rejected, wrong disk type
+ p.process_event(
+ cd_detected("louie, louie",DISK_DVD)); pstate(p);
+ p.process_event(
+ cd_detected("louie, louie",DISK_CD)); pstate(p);
+ // no need to call play as the previous event does it in its action method
+ //p.process_event(play);
+
+ // at this point, Play is active
+ std::cout << "PlayingPaused active:" << std::boolalpha
+ << p.is_flag_active<BOOST_MSM_EUML_FLAG_NAME(PlayingPaused)>() << std::endl;//=> true
+ std::cout << "FirstSong active:" << std::boolalpha
+ << p.is_flag_active<BOOST_MSM_EUML_FLAG_NAME(FirstSongPlaying)>() << std::endl;//=> true
+
+ // make transition happen inside it. Player has no idea about this event but it's ok.
+ p.process_event(next_song);pstate(p); //2nd song active
+ p.process_event(next_song);pstate(p);//3rd song active
+ p.process_event(previous_song);pstate(p);//2nd song active
+ std::cout << "FirstSong active:" << std::boolalpha
+ << p.is_flag_active<BOOST_MSM_EUML_FLAG_NAME(FirstSongPlaying)>() << std::endl;//=> false
+ std::cout << "PlayingPaused active:" << std::boolalpha
+ << p.is_flag_active<BOOST_MSM_EUML_FLAG_NAME(PlayingPaused)>() << std::endl;//=> true
+
+ // at this point, Play is active
+ p.process_event(pause); pstate(p);
+ std::cout << "PlayingPaused active:" << std::boolalpha
+ << p.is_flag_active<BOOST_MSM_EUML_FLAG_NAME(PlayingPaused)>() << std::endl;//=> true
+
+ // go back to Playing
+ p.process_event(end_pause); pstate(p);
+ p.process_event(pause); pstate(p);
+ p.process_event(stop); pstate(p);
+ std::cout << "PlayingPaused active:" << std::boolalpha
+ << p.is_flag_active<BOOST_MSM_EUML_FLAG_NAME(PlayingPaused)>() << std::endl;//=> false
+ std::cout << "CDLoaded active:" << std::boolalpha
+ << p.is_flag_active<BOOST_MSM_EUML_FLAG_NAME(CDLoaded)>() << std::endl;//=> true
+ // by default, the flags are OR'ed but you can also use AND. Then the flag must be present in
+ // all of the active states
+ std::cout << "CDLoaded active with AND:" << std::boolalpha
+ << p.is_flag_active<BOOST_MSM_EUML_FLAG_NAME(CDLoaded),player::Flag_AND>() << std::endl;//=> false
+
+ // event leading to the same state
+ // no action method called as none is defined in the transition table
+ p.process_event(stop); pstate(p);
+
+ // event leading to a terminal/interrupt state
+ p.process_event(error_found); pstate(p);
+ // try generating more events
+ std::cout << "Trying to generate another event" << std::endl; // will not work, fsm is terminated or interrupted
+ p.process_event(play);pstate(p);
+ std::cout << "Trying to end the error" << std::endl; // will work only if ErrorMode is interrupt state
+ p.process_event(end_error);pstate(p);
+ std::cout << "Trying to generate another event" << std::endl; // will work only if ErrorMode is interrupt state
+ p.process_event(play);pstate(p);
+
+ }
+}
+
+int main()
+{
+ test();
+ return 0;
+}
diff --git a/libs/msm/doc/PDF/examples/OrthogonalDeferredEuml2.cpp b/libs/msm/doc/PDF/examples/OrthogonalDeferredEuml2.cpp
new file mode 100644
index 0000000000..d0a80c69ae
--- /dev/null
+++ b/libs/msm/doc/PDF/examples/OrthogonalDeferredEuml2.cpp
@@ -0,0 +1,251 @@
+// 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 <vector>
+#include <iostream>
+
+#include <boost/msm/back/state_machine.hpp>
+#include <boost/msm/front/euml/euml.hpp>
+
+using namespace std;
+using namespace boost::msm::front::euml;
+namespace msm = boost::msm;
+
+// entry/exit/action/guard logging functors
+#include "logging_functors.h"
+
+namespace // Concrete FSM implementation
+{
+ // events
+ BOOST_MSM_EUML_EVENT(play)
+ BOOST_MSM_EUML_EVENT(end_pause)
+ BOOST_MSM_EUML_EVENT(stop)
+ BOOST_MSM_EUML_EVENT(pause)
+ BOOST_MSM_EUML_EVENT(open_close)
+ BOOST_MSM_EUML_EVENT(next_song)
+ BOOST_MSM_EUML_EVENT(previous_song)
+ BOOST_MSM_EUML_EVENT(end_error)
+ BOOST_MSM_EUML_EVENT(error_found)
+
+ // A "complicated" event type that carries some data.
+ BOOST_MSM_EUML_DECLARE_ATTRIBUTE(std::string,cd_name)
+ BOOST_MSM_EUML_DECLARE_ATTRIBUTE(DiskTypeEnum,cd_type)
+ BOOST_MSM_EUML_ATTRIBUTES((attributes_ << cd_name << cd_type ), cd_detected_attributes)
+ BOOST_MSM_EUML_EVENT_WITH_ATTRIBUTES(cd_detected,cd_detected_attributes)
+
+ // Flags. Allow information about a property of the current state
+ BOOST_MSM_EUML_FLAG(PlayingPaused)
+ BOOST_MSM_EUML_FLAG(CDLoaded)
+ BOOST_MSM_EUML_FLAG(FirstSongPlaying)
+
+ // Concrete FSM implementation
+ // The list of FSM states
+ BOOST_MSM_EUML_STATE(( Empty_Entry,
+ Empty_Exit,
+ attributes_ << no_attributes_,
+ configure_ << no_configure_
+ ),
+ Empty)
+
+ BOOST_MSM_EUML_STATE(( Open_Entry,
+ Open_Exit,
+ attributes_ << no_attributes_,
+ configure_<< CDLoaded // flag state with CDLoaded
+ ),
+ Open)
+
+ BOOST_MSM_EUML_STATE(( Stopped_Entry,
+ Stopped_Exit,
+ attributes_ << no_attributes_,
+ configure_<< CDLoaded // flag state with CDLoaded
+ ),
+ Stopped)
+
+ // state not defining any entry or exit
+ BOOST_MSM_EUML_STATE(( no_action,
+ no_action,
+ attributes_ << no_attributes_,
+ configure_<< PlayingPaused << CDLoaded // flag state with CDLoaded and PlayingPaused
+ ),
+ Paused)
+
+ BOOST_MSM_EUML_STATE(( AllOk_Entry,AllOk_Exit ),AllOk)
+
+ // a terminate state
+ //BOOST_MSM_EUML_TERMINATE_STATE(( ErrorMode_Entry,ErrorMode_Exit ),ErrorMode)
+ // or as an interrupt state
+ BOOST_MSM_EUML_INTERRUPT_STATE(( end_error,ErrorMode_Entry,ErrorMode_Exit ),ErrorMode)
+
+ // Playing is now a state machine itself.
+
+ // It has 3 substates
+ BOOST_MSM_EUML_STATE(( Song1_Entry,
+ Song1_Exit,
+ attributes_ << no_attributes_,
+ configure_<< FirstSongPlaying ),Song1)
+
+ BOOST_MSM_EUML_STATE(( Song2_Entry,Song2_Exit ),Song2)
+ BOOST_MSM_EUML_STATE(( Song3_Entry,Song3_Exit ),Song3)
+
+
+ // Playing has a transition table
+ BOOST_MSM_EUML_TRANSITION_TABLE((
+ // +------------------------------------------------------------------------------+
+ Song2 == Song1 + next_song / start_next_song,
+ Song1 == Song2 + previous_song / start_prev_song,
+ Song3 == Song2 + next_song / start_next_song,
+ Song2 == Song3 + previous_song / start_prev_song
+ // +------------------------------------------------------------------------------+
+ ),playing_transition_table )
+
+ BOOST_MSM_EUML_DECLARE_STATE_MACHINE( (playing_transition_table, //STT
+ init_ << Song1, // Init State
+ no_action, // entry
+ no_action, // exit
+ attributes_ << no_attributes_, //attributes
+ configure_<< PlayingPaused << CDLoaded //flags
+ ),Playing_)
+
+ // choice of back-end
+ typedef msm::back::state_machine<Playing_> Playing_type;
+ Playing_type const Playing;
+
+ // guard conditions
+ BOOST_MSM_EUML_ACTION(good_disk_format)
+ {
+ template <class FSM,class EVT,class SourceState,class TargetState>
+ bool operator()(EVT const& evt,FSM&,SourceState& ,TargetState& )
+ {
+ // to test a guard condition, let's say we understand only CDs, not DVD
+ if (evt.get_attribute(cd_type)!=DISK_CD)
+ {
+ std::cout << "wrong disk, sorry" << std::endl;
+ // just for logging, does not block any transition
+ return true;
+ }
+ std::cout << "good disk" << std::endl;
+ return true;
+ }
+ };
+ // replaces the old transition table
+ BOOST_MSM_EUML_TRANSITION_TABLE((
+ Playing == Stopped + play / start_playback ,
+ Playing == Paused + end_pause / resume_playback ,
+ // +------------------------------------------------------------------------------+
+ Empty == Open + open_close / close_drawer,
+ // we now defer using the defer_ function. This will need deferred_events as config (see below)
+ Empty + play / defer_ ,
+ // +------------------------------------------------------------------------------+
+ Open == Empty + open_close / open_drawer ,
+ Open == Paused + open_close / stop_and_open ,
+ Open == Stopped + open_close / open_drawer ,
+ Open == Playing + open_close / stop_and_open ,
+ // we now defer using the defer_ function. This will need deferred_events as config (see below)
+ Open + play / defer_ ,
+ // +------------------------------------------------------------------------------+
+ Paused == Playing + pause / pause_playback ,
+ // +------------------------------------------------------------------------------+
+ Stopped == Playing + stop / stop_playback ,
+ Stopped == Paused + stop / stop_playback ,
+ Stopped == Empty + cd_detected [good_disk_format&&
+ (event_(cd_type)==Int_<DISK_CD>())]
+ / (store_cd_info,process_(play)),
+ Stopped == Stopped + stop ,
+ ErrorMode == AllOk + error_found / report_error ,
+ AllOk == ErrorMode+ end_error / report_end_error
+ // +------------------------------------------------------------------------------+
+ ),transition_table)
+
+ // create a state machine "on the fly"
+ BOOST_MSM_EUML_DECLARE_STATE_MACHINE(( transition_table, //STT
+ init_ << Empty << AllOk, // Init State
+ no_action, // Entry
+ no_action, // Exit
+ attributes_ << no_attributes_, // Attributes
+ configure_ << deferred_events, // configuration
+ Log_No_Transition // no_transition handler
+ ),
+ player_) //fsm name
+
+ // choice of back-end
+ typedef msm::back::state_machine<player_> player;
+
+ //
+ // Testing utilities.
+ //
+ static char const* const state_names[] = { "Stopped", "Paused", "Open", "Empty", "Playing","AllOk","ErrorMode" };
+ void pstate(player const& p)
+ {
+ // we have now several active states, which we show
+ for (unsigned int i=0;i<player::nr_regions::value;++i)
+ {
+ std::cout << " -> " << state_names[p.current_state()[i]] << std::endl;
+ }
+ }
+
+ void test()
+ {
+ player p;
+ // needed to start the highest-level SM. This will call on_entry and mark the start of the SM
+ p.start();
+
+ // tests some flags
+ std::cout << "CDLoaded active:" << std::boolalpha
+ << p.is_flag_active<BOOST_MSM_EUML_FLAG_NAME(CDLoaded)>() << std::endl; //=> false (no CD yet)
+ // go to Open, call on_exit on Empty, then action, then on_entry on Open
+ p.process_event(open_close); pstate(p);
+ p.process_event(open_close); pstate(p);
+ // will be rejected, wrong disk type
+ p.process_event(
+ cd_detected("louie, louie",DISK_DVD)); pstate(p);
+ p.process_event(
+ cd_detected("louie, louie",DISK_CD)); pstate(p);
+ // no need to call play as the previous event does it in its action method
+ //p.process_event(play);
+
+ // at this point, Play is active
+ p.process_event(pause); pstate(p);
+ std::cout << "PlayingPaused active:" << std::boolalpha
+ << p.is_flag_active<BOOST_MSM_EUML_FLAG_NAME(PlayingPaused)>() << std::endl;//=> true
+
+ // go back to Playing
+ p.process_event(end_pause); pstate(p);
+ p.process_event(pause); pstate(p);
+ p.process_event(stop); pstate(p);
+ std::cout << "PlayingPaused active:" << std::boolalpha
+ << p.is_flag_active<BOOST_MSM_EUML_FLAG_NAME(PlayingPaused)>() << std::endl;//=> false
+ std::cout << "CDLoaded active:" << std::boolalpha
+ << p.is_flag_active<BOOST_MSM_EUML_FLAG_NAME(CDLoaded)>() << std::endl;//=> true
+ // by default, the flags are OR'ed but you can also use AND. Then the flag must be present in
+ // all of the active states
+ std::cout << "CDLoaded active with AND:" << std::boolalpha
+ << p.is_flag_active<BOOST_MSM_EUML_FLAG_NAME(CDLoaded),player::Flag_AND>() << std::endl;//=> false
+
+ // event leading to the same state
+ // no action method called as none is defined in the transition table
+ p.process_event(stop); pstate(p);
+
+ // event leading to a terminal/interrupt state
+ p.process_event(error_found); pstate(p);
+ // try generating more events
+ std::cout << "Trying to generate another event" << std::endl; // will not work, fsm is terminated or interrupted
+ p.process_event(play);pstate(p);
+ std::cout << "Trying to end the error" << std::endl; // will work only if ErrorMode is interrupt state
+ p.process_event(end_error);pstate(p);
+ std::cout << "Trying to generate another event" << std::endl; // will work only if ErrorMode is interrupt state
+ p.process_event(play);pstate(p);
+ }
+}
+
+int main()
+{
+ test();
+ return 0;
+}
diff --git a/libs/msm/doc/PDF/examples/ParsingDigits.cpp b/libs/msm/doc/PDF/examples/ParsingDigits.cpp
new file mode 100644
index 0000000000..6dadb4d53e
--- /dev/null
+++ b/libs/msm/doc/PDF/examples/ParsingDigits.cpp
@@ -0,0 +1,479 @@
+// 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)
+
+#define FUSION_MAX_VECTOR_SIZE 20
+
+#include <boost/msm/back/state_machine.hpp>
+#include "char_event_dispatcher.hpp"
+#include <boost/msm/front/state_machine_def.hpp>
+#include <boost/msm/front/functor_row.hpp>
+#include <boost/timer.hpp>
+
+namespace msm = boost::msm;
+namespace mpl = boost::mpl;
+using namespace msm::front;
+
+#include <iostream>
+#ifdef WIN32
+#include "windows.h"
+#else
+#include <sys/time.h>
+#endif
+
+// events
+struct end_sub {template <class Event> end_sub(Event const&){}};
+struct other_char {};
+struct default_char {};
+struct eos {};
+
+
+namespace test_fsm // Concrete FSM implementation
+{
+ // Concrete FSM implementation
+ struct parsing_ : public msm::front::state_machine_def<parsing_>
+ {
+ // no need for exception handling or message queue
+ typedef int no_exception_thrown;
+ typedef int no_message_queue;
+
+ struct Waiting : public msm::front::state<>
+ {
+ // optional entry/exit methods
+ //template <class Event,class FSM>
+ //void on_entry(Event const&,FSM& ) {std::cout << "entering: Waiting" << std::endl;}
+ //template <class Event,class FSM>
+ //void on_exit(Event const&,FSM& ) {std::cout << "leaving: Waiting" << std::endl;}
+ };
+ struct Digit1 : public msm::front::state<>
+ {
+ // optional entry/exit methods
+ //template <class Event,class FSM>
+ //void on_entry(Event const&,FSM& ) {std::cout << "entering: Digit1" << std::endl;}
+ //template <class Event,class FSM>
+ //void on_exit(Event const&,FSM& ) {std::cout << "leaving: Digit1" << std::endl;}
+ };
+ struct Digit2 : public msm::front::state<>
+ {
+ // optional entry/exit methods
+ //template <class Event,class FSM>
+ //void on_entry(Event const&,FSM& ) {std::cout << "entering: Digit2" << std::endl;}
+ //template <class Event,class FSM>
+ //void on_exit(Event const&,FSM& ) {std::cout << "leaving: Digit2" << std::endl;}
+ };
+ struct Digit3 : public msm::front::state<>
+ {
+ // optional entry/exit methods
+ //template <class Event,class FSM>
+ //void on_entry(Event const&,FSM& ) {std::cout << "entering: Digit3" << std::endl;}
+ //template <class Event,class FSM>
+ //void on_exit(Event const&,FSM& ) {std::cout << "leaving: Digit3" << std::endl;}
+ };
+ struct Digit4 : public msm::front::state<>
+ {
+ // optional entry/exit methods
+ //template <class Event,class FSM>
+ //void on_entry(Event const&,FSM& ) {std::cout << "entering: Digit4" << std::endl;}
+ //template <class Event,class FSM>
+ //void on_exit(Event const&,FSM& ) {std::cout << "leaving: Digit4" << std::endl;}
+ };
+ struct MinusChar1 : public msm::front::state<>
+ {
+ // optional entry/exit methods
+ //template <class Event,class FSM>
+ //void on_entry(Event const&,FSM& ) {std::cout << "entering: MinusChar1" << std::endl;}
+ //template <class Event,class FSM>
+ //void on_exit(Event const&,FSM& ) {std::cout << "leaving: MinusChar1" << std::endl;}
+ };
+ struct Digit5 : public msm::front::state<>
+ {
+ // optional entry/exit methods
+ //template <class Event,class FSM>
+ //void on_entry(Event const&,FSM& ) {std::cout << "entering: Digit5" << std::endl;}
+ //template <class Event,class FSM>
+ //void on_exit(Event const&,FSM& ) {std::cout << "leaving: Digit5" << std::endl;}
+ };
+ struct Digit6 : public msm::front::state<>
+ {
+ // optional entry/exit methods
+ //template <class Event,class FSM>
+ //void on_entry(Event const&,FSM& ) {std::cout << "entering: Digit6" << std::endl;}
+ //template <class Event,class FSM>
+ //void on_exit(Event const&,FSM& ) {std::cout << "leaving: Digit6" << std::endl;}
+ };
+ struct Digit7 : public msm::front::state<>
+ {
+ // optional entry/exit methods
+ //template <class Event,class FSM>
+ //void on_entry(Event const&,FSM& ) {std::cout << "entering: Digit7" << std::endl;}
+ //template <class Event,class FSM>
+ //void on_exit(Event const&,FSM& ) {std::cout << "leaving: Digit7" << std::endl;}
+ };
+ struct Digit8 : public msm::front::state<>
+ {
+ // optional entry/exit methods
+ //template <class Event,class FSM>
+ //void on_entry(Event const&,FSM& ) {std::cout << "entering: Digit8" << std::endl;}
+ //template <class Event,class FSM>
+ //void on_exit(Event const&,FSM& ) {std::cout << "leaving: Digit8" << std::endl;}
+ };
+ struct MinusChar2 : public msm::front::state<>
+ {
+ // optional entry/exit methods
+ //template <class Event,class FSM>
+ //void on_entry(Event const&,FSM& ) {std::cout << "entering: MinusChar2" << std::endl;}
+ //template <class Event,class FSM>
+ //void on_exit(Event const&,FSM& ) {std::cout << "leaving: MinusChar2" << std::endl;}
+ };
+ struct Digit9 : public msm::front::state<>
+ {
+ // optional entry/exit methods
+ //template <class Event,class FSM>
+ //void on_entry(Event const&,FSM& ) {std::cout << "entering: Digit9" << std::endl;}
+ //template <class Event,class FSM>
+ //void on_exit(Event const&,FSM& ) {std::cout << "leaving: Digit9" << std::endl;}
+ };
+ struct Digit10 : public msm::front::state<>
+ {
+ // optional entry/exit methods
+ //template <class Event,class FSM>
+ //void on_entry(Event const&,FSM& ) {std::cout << "entering: Digit10" << std::endl;}
+ //template <class Event,class FSM>
+ //void on_exit(Event const&,FSM& ) {std::cout << "leaving: Digit10" << std::endl;}
+ };
+ struct Digit11 : public msm::front::state<>
+ {
+ // optional entry/exit methods
+ //template <class Event,class FSM>
+ //void on_entry(Event const&,FSM& ) {std::cout << "entering: Digit11" << std::endl;}
+ //template <class Event,class FSM>
+ //void on_exit(Event const&,FSM& ) {std::cout << "leaving: Digit11" << std::endl;}
+ };
+ struct Digit12 : public msm::front::state<>
+ {
+ // optional entry/exit methods
+ //template <class Event,class FSM>
+ //void on_entry(Event const&,FSM& ) {std::cout << "entering: Digit12" << std::endl;}
+ //template <class Event,class FSM>
+ //void on_exit(Event const&,FSM& ) {std::cout << "leaving: Digit12" << std::endl;}
+ };
+ struct MinusChar3 : public msm::front::state<>
+ {
+ // optional entry/exit methods
+ //template <class Event,class FSM>
+ //void on_entry(Event const&,FSM& ) {std::cout << "entering: MinusChar3" << std::endl;}
+ //template <class Event,class FSM>
+ //void on_exit(Event const&,FSM& ) {std::cout << "leaving: MinusChar3" << std::endl;}
+ };
+ struct Digit13 : public msm::front::state<>
+ {
+ // optional entry/exit methods
+ //template <class Event,class FSM>
+ //void on_entry(Event const&,FSM& ) {std::cout << "entering: Digit13" << std::endl;}
+ //template <class Event,class FSM>
+ //void on_exit(Event const&,FSM& ) {std::cout << "leaving: Digit13" << std::endl;}
+ };
+ struct Digit14 : public msm::front::state<>
+ {
+ // optional entry/exit methods
+ //template <class Event,class FSM>
+ //void on_entry(Event const&,FSM& ) {std::cout << "entering: Digit14" << std::endl;}
+ //template <class Event,class FSM>
+ //void on_exit(Event const&,FSM& ) {std::cout << "leaving: Digit14" << std::endl;}
+ };
+ struct Digit15 : public msm::front::state<>
+ {
+ // optional entry/exit methods
+ //template <class Event,class FSM>
+ //void on_entry(Event const&,FSM& ) {std::cout << "entering: Digit15" << std::endl;}
+ //template <class Event,class FSM>
+ //void on_exit(Event const&,FSM& ) {std::cout << "leaving: Digit15" << std::endl;}
+ };
+ //struct Start : public msm::front::state<> {};
+ struct Parsed : public msm::front::state<> {};
+ //struct Failed : public msm::front::state<> {};
+
+ // the initial state of the player SM. Must be defined
+ typedef Waiting initial_state;
+ // transition actions
+ struct test_fct
+ {
+ template <class FSM,class EVT,class SourceState,class TargetState>
+ void operator()(EVT const& ,FSM&,SourceState& ,TargetState& )
+ {
+ std::cout << "Parsed!" << std::endl;
+ }
+ };
+
+ // guard conditions
+
+
+ // Transition table for parsing_
+ struct transition_table : mpl::vector<
+ // Start Event Next Action Guard
+ // +-------------+-------------------+---------+---------------------+----------------------+
+ Row < Waiting , digit , Digit1 >,
+ Row < Digit1 , digit , Digit2 >,
+ Row < Digit2 , digit , Digit3 >,
+ Row < Digit3 , digit , Digit4 >,
+ Row < Digit4 , event_char<'-'> , MinusChar1 >,
+ Row < MinusChar1 , digit , Digit5 >,
+ Row < Digit5 , digit , Digit6 >,
+ Row < Digit6 , digit , Digit7 >,
+ Row < Digit7 , digit , Digit8 >,
+ Row < Digit8 , event_char<'-'> , MinusChar2 >,
+ Row < MinusChar2 , digit , Digit9 >,
+ Row < Digit9 , digit , Digit10 >,
+ Row < Digit10 , digit , Digit11 >,
+ Row < Digit11 , digit , Digit12 >,
+ Row < Digit12 , event_char<'-'> , MinusChar3 >,
+ Row < MinusChar3 , digit , Digit13 >,
+ Row < Digit13 , digit , Digit14 >,
+ Row < Digit14 , digit , Digit15 >,
+ Row < Digit15 , eos , Parsed >,
+ Row < Parsed , eos , Waiting >
+ // +---------+-------------+---------+---------------------+----------------------+
+ > {};
+
+
+ // 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<parsing_> parsing;
+}
+
+#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
+
+// This declares the statically-initialized char_event_dispatcher instance.
+template <class Fsm>
+const msm::back::char_event_dispatcher<Fsm>
+msm::back::char_event_dispatcher<Fsm>::instance;
+
+struct Parser
+{
+ Parser():p(){p.start();}
+ void new_char(char c)
+ {
+ typedef msm::back::char_event_dispatcher<test_fsm::parsing> table;
+ table::instance.process_event(p,c);
+ }
+ void finish_string(){p.process_event(eos());}
+ void reinit(){p.process_event(eos());}
+ test_fsm::parsing p;
+};
+
+void msm_match(const char* input)
+{
+ test_fsm::parsing p;
+ p.start();
+
+ int j=0;
+ while(input[j])
+ //for (size_t j=0;j<len;++j)
+ {
+ switch (input[j])
+ {
+ case '0':
+ p.process_event(char_0());
+ break;
+ case '1':
+ p.process_event(char_1());
+ break;
+ case '2':
+ p.process_event(char_2());
+ break;
+ case '3':
+ p.process_event(char_3());
+ break;
+ case '4':
+ p.process_event(char_4());
+ break;
+ case '5':
+ p.process_event(char_5());
+ break;
+ case '6':
+ p.process_event(char_6());
+ break;
+ case '7':
+ p.process_event(char_7());
+ break;
+ case '8':
+ p.process_event(char_8());
+ break;
+ case '9':
+ p.process_event(char_9());
+ break;
+ case '-':
+ p.process_event(event_char<'-'>());
+ break;
+ default:
+ p.process_event(default_char());
+ break;
+ }
+ ++j;
+ }
+ p.process_event(eos());
+ p.process_event(eos());
+}
+
+double time_match(const char* text)
+{
+ boost::timer tim;
+ int iter = 1;
+ int counter, repeats;
+ double result = 0;
+ double run;
+ do
+ {
+ tim.restart();
+ for(counter = 0; counter < iter; ++counter)
+ {
+ msm_match( text);
+ }
+ result = tim.elapsed();
+ iter *= 2;
+ } while(result < 0.5);
+ iter /= 2;
+
+ // repeat test and report least value for consistency:
+ for(repeats = 0; repeats < 10; ++repeats)
+ {
+ tim.restart();
+ for(counter = 0; counter < iter; ++counter)
+ {
+ msm_match( text);
+ }
+ run = tim.elapsed();
+ result = (std::min)(run, result);
+ }
+ return result / iter;
+}
+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::parsing p;
+ p.start();
+ const char* input = "1234-5678-1234-456";
+ size_t len = strlen(input);
+ // for timing
+#ifdef WIN32
+ ::QueryPerformanceCounter(&li);
+#else
+ gettimeofday(&tv1,NULL);
+#endif
+ for (int i=0;i<1000;++i)
+ {
+ int j=0;
+ while(input[j])
+ //for (size_t j=0;j<len;++j)
+ {
+ switch (input[j])
+ {
+ case '0':
+ p.process_event(char_0());
+ break;
+ case '1':
+ p.process_event(char_1());
+ break;
+ case '2':
+ p.process_event(char_2());
+ break;
+ case '3':
+ p.process_event(char_3());
+ break;
+ case '4':
+ p.process_event(char_4());
+ break;
+ case '5':
+ p.process_event(char_5());
+ break;
+ case '6':
+ p.process_event(char_6());
+ break;
+ case '7':
+ p.process_event(char_7());
+ break;
+ case '8':
+ p.process_event(char_8());
+ break;
+ case '9':
+ p.process_event(char_9());
+ break;
+ case '-':
+ p.process_event(event_char<'-'>());
+ break;
+ default:
+ p.process_event(default_char());
+ break;
+ }
+ ++j;
+ }
+ p.process_event(eos());
+ p.process_event(eos());
+ }
+#ifdef WIN32
+ ::QueryPerformanceCounter(&li2);
+#else
+ gettimeofday(&tv2,NULL);
+#endif
+#ifdef WIN32
+ std::cout << "msm(1) took in s:" << (double)(li2.QuadPart-li.QuadPart)/res.QuadPart <<"\n" <<std::endl;
+#else
+ std::cout << "msm(1) took in us:" << mtime(tv1,tv2) <<"\n" <<std::endl;
+#endif
+
+ Parser parse;
+ // for timing
+#ifdef WIN32
+ ::QueryPerformanceCounter(&li);
+#else
+ gettimeofday(&tv1,NULL);
+#endif
+ for (int i=0;i<1000;++i)
+ {
+ for (size_t j=0;j<len;++j)
+ {
+ parse.new_char(input[j]);
+ }
+ parse.finish_string();
+ parse.reinit();
+ }
+#ifdef WIN32
+ ::QueryPerformanceCounter(&li2);
+#else
+ gettimeofday(&tv2,NULL);
+#endif
+#ifdef WIN32
+ std::cout << "msm(2) took in s:" << (double)(li2.QuadPart-li.QuadPart)/res.QuadPart <<"\n" <<std::endl;
+#else
+ std::cout << "msm(2) took in us:" << mtime(tv1,tv2) <<"\n" <<std::endl;
+#endif
+ std::cout << "msm(3) took in s:" << time_match(input) <<"\n" <<std::endl;
+ return 0;
+}
+
diff --git a/libs/msm/doc/PDF/examples/SCComposite.cpp b/libs/msm/doc/PDF/examples/SCComposite.cpp
new file mode 100644
index 0000000000..7a98fdabb6
--- /dev/null
+++ b/libs/msm/doc/PDF/examples/SCComposite.cpp
@@ -0,0 +1,207 @@
+// 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/statechart/event.hpp>
+#include <boost/statechart/state_machine.hpp>
+#include <boost/statechart/simple_state.hpp>
+#include <boost/statechart/transition.hpp>
+#include "boost/mpl/list.hpp"
+
+#include <vector>
+
+#include <iostream>
+#ifdef WIN32
+#include "windows.h"
+#else
+#include <sys/time.h>
+#endif
+
+namespace sc = boost::statechart;
+namespace mpl = boost::mpl;
+
+namespace test_sc
+{
+
+ //events
+ struct play : sc::event< play > {};
+ struct end_pause : sc::event< end_pause > {};
+ struct stop : sc::event< stop > {};
+ struct pause : sc::event< pause > {};
+ struct open_close : sc::event< open_close > {};
+ struct cd_detected : sc::event< cd_detected > {};
+ struct NextSong: sc::event< NextSong > {};
+ struct PreviousSong : sc::event< PreviousSong >{};
+
+ struct Empty;
+ struct Open;
+ struct Stopped;
+ struct Playing;
+ struct Paused;
+ // SM
+ struct player : sc::state_machine< player, Empty >
+ {
+ void open_drawer(open_close const&) { /*std::cout << "player::open_drawer\n";*/ }
+ void store_cd_info(cd_detected const& cd) {/*std::cout << "player::store_cd_info\n";*/ }
+ void close_drawer(open_close const&) { /*std::cout << "player::close_drawer\n";*/ }
+ void start_playback(play const&) { /*std::cout << "player::start_playback\n";*/ }
+ void stopped_again(stop const&) {/*std::cout << "player::stopped_again\n";*/}
+ void stop_playback(stop const&) { /*std::cout << "player::stop_playback\n";*/ }
+ void pause_playback(pause const&) { /*std::cout << "player::pause_playback\n"; */}
+ void stop_and_open(open_close const&) { /*std::cout << "player::stop_and_open\n";*/ }
+ void resume_playback(end_pause const&) { /*std::cout << "player::resume_playback\n";*/ }
+ };
+
+ struct Empty : sc::simple_state< Empty, player >
+ {
+ Empty() { /*std::cout << "entering Empty" << std::endl;*/ } // entry
+ ~Empty() { /*std::cout << "leaving Empty" << std::endl;*/ } // exit
+ typedef mpl::list<
+ sc::transition< open_close, Open,
+ player, &player::open_drawer >,
+ sc::transition< cd_detected, Stopped,
+ player, &player::store_cd_info > > reactions;
+
+ };
+ struct Open : sc::simple_state< Open, player >
+ {
+ Open() { /*std::cout << "entering Open" << std::endl;*/ } // entry
+ ~Open() { /*std::cout << "leaving Open" << std::endl;*/ } // exit
+ typedef sc::transition< open_close, Empty,
+ player, &player::close_drawer > reactions;
+
+ };
+ struct Stopped : sc::simple_state< Stopped, player >
+ {
+ Stopped() { /*std::cout << "entering Stopped" << std::endl;*/ } // entry
+ ~Stopped() { /*std::cout << "leaving Stopped" << std::endl;*/ } // exit
+ typedef mpl::list<
+ sc::transition< play, Playing,
+ player, &player::start_playback >,
+ sc::transition< open_close, Open,
+ player, &player::open_drawer >,
+ sc::transition< stop, Stopped,
+ player, &player::stopped_again > > reactions;
+
+ };
+ struct Song1;
+ struct Playing : sc::simple_state< Playing, player,Song1 >
+ {
+ Playing() { /*std::cout << "entering Playing" << std::endl;*/ } // entry
+ ~Playing() { /*std::cout << "leaving Playing" << std::endl;*/ } // exit
+ typedef mpl::list<
+ sc::transition< stop, Stopped,
+ player, &player::stop_playback >,
+ sc::transition< pause, Paused,
+ player, &player::pause_playback >,
+ sc::transition< open_close, Open,
+ player, &player::stop_and_open > > reactions;
+ 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";*/ }
+ };
+ struct Song2;
+ struct Song1 : sc::simple_state< Song1, Playing >
+ {
+ Song1() { /*std::cout << "entering Song1" << std::endl;*/ } // entry
+ ~Song1() { /*std::cout << "leaving Song1" << std::endl;*/ } // exit
+ typedef sc::transition< NextSong, Song2,
+ Playing, &Playing::start_next_song > reactions;
+ };
+ struct Song3;
+ struct Song2 : sc::simple_state< Song2, Playing >
+ {
+ Song2() { /*std::cout << "entering Song2" << std::endl;*/ } // entry
+ ~Song2() { /*std::cout << "leaving Song2" << std::endl;*/ } // exit
+ typedef mpl::list<
+ sc::transition< NextSong, Song3,
+ Playing, &Playing::start_next_song >,
+ sc::transition< PreviousSong, Song1,
+ Playing, &Playing::start_prev_song > > reactions;
+ };
+ struct Song3 : sc::simple_state< Song3, Playing >
+ {
+ Song3() { /*std::cout << "entering Song3" << std::endl;*/ } // entry
+ ~Song3() { /*std::cout << "leaving Song3" << std::endl;*/ } // exit
+ typedef sc::transition< PreviousSong, Song2,
+ Playing, &Playing::start_prev_song > reactions;
+ };
+ struct Paused : sc::simple_state< Paused, player >
+ {
+ Paused() { /*std::cout << "entering Paused" << std::endl;*/ } // entry
+ ~Paused() { /*std::cout << "leaving Paused" << std::endl;*/ } // exit
+ typedef mpl::list<
+ sc::transition< end_pause, Playing,
+ player, &player::resume_playback >,
+ sc::transition< stop, Stopped,
+ player, &player::stop_playback >,
+ sc::transition< open_close, Open,
+ player, &player::stop_and_open > > reactions;
+ };
+}
+
+
+#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()
+{
+ test_sc::player p;
+ p.initiate();
+ // for timing
+#ifdef WIN32
+ LARGE_INTEGER res;
+ ::QueryPerformanceFrequency(&res);
+ LARGE_INTEGER li,li2;
+ ::QueryPerformanceCounter(&li);
+#else
+ struct timeval tv1,tv2;
+ gettimeofday(&tv1,NULL);
+#endif
+
+ for (int i=0;i<100;++i)
+ {
+ p.process_event(test_sc::open_close());
+ p.process_event(test_sc::open_close());
+ p.process_event(test_sc::cd_detected());
+ p.process_event(test_sc::play());
+ for (int j=0;j<100;++j)
+ {
+ p.process_event(test_sc::NextSong());
+ p.process_event(test_sc::NextSong());
+ p.process_event(test_sc::PreviousSong());
+ p.process_event(test_sc::PreviousSong());
+ }
+
+ p.process_event(test_sc::pause());
+ // go back to Playing
+ p.process_event(test_sc::end_pause());
+ p.process_event(test_sc::pause());
+ p.process_event(test_sc::stop());
+ // event leading to the same state
+ p.process_event(test_sc::stop());
+ p.process_event(test_sc::open_close());
+ p.process_event(test_sc::open_close());
+ }
+#ifdef WIN32
+ ::QueryPerformanceCounter(&li2);
+#else
+ gettimeofday(&tv2,NULL);
+#endif
+#ifdef WIN32
+ std::cout << "sc took in s:" << (double)(li2.QuadPart-li.QuadPart)/res.QuadPart <<"\n" <<std::endl;
+#else
+ std::cout << "sc took in us:" << mtime(tv1,tv2) <<"\n" <<std::endl;
+#endif
+ return 0;
+}
+
diff --git a/libs/msm/doc/PDF/examples/SCSimple.cpp b/libs/msm/doc/PDF/examples/SCSimple.cpp
new file mode 100644
index 0000000000..0d1dddb6e2
--- /dev/null
+++ b/libs/msm/doc/PDF/examples/SCSimple.cpp
@@ -0,0 +1,169 @@
+// 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/statechart/event.hpp>
+#include <boost/statechart/state_machine.hpp>
+#include <boost/statechart/simple_state.hpp>
+#include <boost/statechart/transition.hpp>
+#include "boost/mpl/list.hpp"
+
+#include <vector>
+
+#include <iostream>
+#ifdef WIN32
+#include "windows.h"
+#else
+#include <sys/time.h>
+#endif
+
+namespace sc = boost::statechart;
+namespace mpl = boost::mpl;
+
+namespace test_sc
+{
+
+ //events
+ struct play : sc::event< play > {};
+ struct end_pause : sc::event< end_pause > {};
+ struct stop : sc::event< stop > {};
+ struct pause : sc::event< pause > {};
+ struct open_close : sc::event< open_close > {};
+ struct cd_detected : sc::event< cd_detected > {};
+
+
+ struct Empty;
+ struct Open;
+ struct Stopped;
+ struct Playing;
+ struct Paused;
+ // SM
+ struct player : sc::state_machine< player, Empty >
+ {
+ void open_drawer(open_close const&) { /*std::cout << "player::open_drawer\n";*/ }
+ void store_cd_info(cd_detected const& cd) {/*std::cout << "player::store_cd_info\n";*/ }
+ void close_drawer(open_close const&) { /*std::cout << "player::close_drawer\n";*/ }
+ void start_playback(play const&) { /*std::cout << "player::start_playback\n";*/ }
+ void stopped_again(stop const&) {/*std::cout << "player::stopped_again\n";*/}
+ void stop_playback(stop const&) { /*std::cout << "player::stop_playback\n";*/ }
+ void pause_playback(pause const&) { /*std::cout << "player::pause_playback\n"; */}
+ void stop_and_open(open_close const&) { /*std::cout << "player::stop_and_open\n";*/ }
+ void resume_playback(end_pause const&) { /*std::cout << "player::resume_playback\n";*/ }
+ };
+
+ struct Empty : sc::simple_state< Empty, player >
+ {
+ Empty() { /*std::cout << "entering Empty" << std::endl;*/ } // entry
+ ~Empty() { /*std::cout << "leaving Empty" << std::endl;*/ } // exit
+ typedef mpl::list<
+ sc::transition< open_close, Open,
+ player, &player::open_drawer >,
+ sc::transition< cd_detected, Stopped,
+ player, &player::store_cd_info > > reactions;
+
+ };
+ struct Open : sc::simple_state< Open, player >
+ {
+ Open() { /*std::cout << "entering Open" << std::endl;*/ } // entry
+ ~Open() { /*std::cout << "leaving Open" << std::endl;*/ } // exit
+ typedef sc::transition< open_close, Empty,
+ player, &player::close_drawer > reactions;
+
+ };
+ struct Stopped : sc::simple_state< Stopped, player >
+ {
+ Stopped() { /*std::cout << "entering Stopped" << std::endl;*/ } // entry
+ ~Stopped() { /*std::cout << "leaving Stopped" << std::endl;*/ } // exit
+ typedef mpl::list<
+ sc::transition< play, Playing,
+ player, &player::start_playback >,
+ sc::transition< open_close, Open,
+ player, &player::open_drawer >,
+ sc::transition< stop, Stopped,
+ player, &player::stopped_again > > reactions;
+
+ };
+ struct Playing : sc::simple_state< Playing, player >
+ {
+ Playing() { /*std::cout << "entering Playing" << std::endl;*/ } // entry
+ ~Playing() { /*std::cout << "leaving Playing" << std::endl;*/ } // exit
+ typedef mpl::list<
+ sc::transition< stop, Stopped,
+ player, &player::stop_playback >,
+ sc::transition< pause, Paused,
+ player, &player::pause_playback >,
+ sc::transition< open_close, Open,
+ player, &player::stop_and_open > > reactions;
+ };
+ struct Paused : sc::simple_state< Paused, player >
+ {
+ Paused() { /*std::cout << "entering Paused" << std::endl;*/ } // entry
+ ~Paused() { /*std::cout << "leaving Paused" << std::endl;*/ } // exit
+ typedef mpl::list<
+ sc::transition< end_pause, Playing,
+ player, &player::resume_playback >,
+ sc::transition< stop, Stopped,
+ player, &player::stop_playback >,
+ sc::transition< open_close, Open,
+ player, &player::stop_and_open > > reactions;
+ };
+}
+
+
+#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()
+{
+ test_sc::player p;
+ p.initiate();
+ // for timing
+#ifdef WIN32
+ LARGE_INTEGER res;
+ ::QueryPerformanceFrequency(&res);
+ LARGE_INTEGER li,li2;
+ ::QueryPerformanceCounter(&li);
+#else
+ struct timeval tv1,tv2;
+ gettimeofday(&tv1,NULL);
+#endif
+ for (int i=0;i<100;++i)
+ {
+ p.process_event(test_sc::open_close());
+ p.process_event(test_sc::open_close());
+ p.process_event(test_sc::cd_detected());
+ p.process_event(test_sc::play());
+ p.process_event(test_sc::pause());
+ // go back to Playing
+ p.process_event(test_sc::end_pause());
+ p.process_event(test_sc::pause());
+ p.process_event(test_sc::stop());
+ // event leading to the same state
+ p.process_event(test_sc::stop());
+ p.process_event(test_sc::open_close());
+ p.process_event(test_sc::open_close());
+ }
+#ifdef WIN32
+ ::QueryPerformanceCounter(&li2);
+#else
+ gettimeofday(&tv2,NULL);
+#endif
+#ifdef WIN32
+ std::cout << "sc took in s:" << (double)(li2.QuadPart-li.QuadPart)/res.QuadPart <<"\n" <<std::endl;
+#else
+ std::cout << "sc took in us:" << mtime(tv1,tv2) <<"\n" <<std::endl;
+#endif
+ return 0;
+}
+
diff --git a/libs/msm/doc/PDF/examples/SM-2Arg.cpp b/libs/msm/doc/PDF/examples/SM-2Arg.cpp
new file mode 100644
index 0000000000..58efb7917a
--- /dev/null
+++ b/libs/msm/doc/PDF/examples/SM-2Arg.cpp
@@ -0,0 +1,469 @@
+// 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 <iostream>
+#include <string>
+#include "boost/mpl/vector/vector30.hpp"
+
+#include <boost/msm/back/state_machine.hpp>
+#include <boost/msm/front/state_machine_def.hpp>
+#include <boost/msm/back/tools.hpp>
+
+using namespace std;
+namespace msm = boost::msm;
+
+namespace // Concrete FSM implementation
+{
+ // events
+ struct play {};
+ struct end_pause {};
+ struct stop {};
+ struct pause {};
+ struct open_close {};
+ struct NextSong {};
+ struct PreviousSong {};
+ struct ThreeSec {};
+ struct TenSec {};
+ struct go_sleep {};
+ struct error_found {};
+ struct end_error {};
+
+ // Flags. Allow information about a property of the current state
+ struct PlayingPaused{};
+ struct CDLoaded {};
+ struct FirstSongPlaying {};
+
+ // A "complicated" event type that carries some data.
+ struct cd_detected
+ {
+ cd_detected(std::string name)
+ : name(name)
+ {}
+
+ std::string name;
+ };
+ // an easy visitor
+ struct SomeVisitor
+ {
+ template <class T>
+ void visit_state(T* astate,int i)
+ {
+ std::cout << "visiting state:" << typeid(*astate).name()
+ << " with data:" << i << std::endl;
+ }
+ };
+ // overwrite of the base state (not default)
+ struct my_visitable_state
+ {
+ // signature of the accept function
+ typedef msm::back::args<void,SomeVisitor&,int> 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&,int) const {}
+ };
+
+ // Concrete FSM implementation
+ struct player_ : public msm::front::state_machine_def<player_,my_visitable_state>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "starting: player" << std::endl;}
+ // The list of FSM states
+ struct Empty : public msm::front::state<my_visitable_state>
+ {
+ typedef mpl::vector<play> deferred_events;
+ // every (optional) entry/exit methods get the event packed as boost::any. Not useful very often.
+ 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;}
+ void accept(SomeVisitor& vis,int i) const
+ {
+ vis.visit_state(this,i);
+ }
+ };
+ struct Open : public msm::front::state<my_visitable_state>
+ {
+ typedef mpl::vector1<CDLoaded> flag_list;
+ typedef mpl::vector<play> deferred_events;
+ 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;}
+ void accept(SomeVisitor& vis,int i) const
+ {
+ vis.visit_state(this,i);
+ }
+ };
+ // a state needing a pointer to the containing state machine
+ // and using for this the non-default policy
+ // if policy used, set_sm_ptr is needed
+ struct Stopped : public msm::front::state<my_visitable_state>
+ {
+ // when stopped, the CD is loaded
+ typedef mpl::vector1<CDLoaded> flag_list;
+ 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;}
+ };
+ // the player state machine contains a state which is himself a state machine
+ // it demonstrates Shallow History: if the state gets activated with end_pause
+ // then it will remember the last active state and reactivate it
+ // also possible: AlwaysHistory, the last active state will always be reactivated
+ // or NoHistory, always restart from the initial state
+ struct Playing_ : public msm::front::state_machine_def<Playing_,my_visitable_state >
+ {
+ // when playing, the CD is loaded and we are in either pause or playing (duh)
+ typedef mpl::vector2<PlayingPaused,CDLoaded> flag_list;
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "entering: Playing" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "leaving: Playing" << std::endl;}
+ void accept(SomeVisitor& vis,int i) const
+ {
+ // note that visiting will recursively visit sub-states
+ vis.visit_state(this,i);
+ }
+ // The list of FSM states
+ // the Playing state machine contains a state which is himself a state machine
+ // so we have a SM containing a SM containing a SM
+ struct Song1_ : public msm::front::state_machine_def<Song1_,my_visitable_state>
+ {
+ typedef mpl::vector1<FirstSongPlaying> flag_list;
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "starting: First song" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "finishing: First Song" << std::endl;}
+ void accept(SomeVisitor& vis,int i) const
+ {
+ vis.visit_state(this,i);
+ }
+ struct LightOn : public msm::front::state<my_visitable_state>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "starting: LightOn" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "finishing: LightOn" << std::endl;}
+ };
+ struct LightOff : public msm::front::state<my_visitable_state>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "starting: LightOff" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "finishing: LightOff" << std::endl;}
+ };
+ // the initial state. Must be defined
+ typedef LightOn initial_state;
+ // transition actions
+ void turn_light_off(ThreeSec const&) { std::cout << "3s off::turn light off\n"; }
+ // guard conditions
+
+ typedef Song1_ s; // makes transition table cleaner
+ // Transition table for Song1
+ struct transition_table : mpl::vector1<
+ // Start Event Next Action Guard
+ // +---------+-------------+---------+---------------------+----------------------+
+ a_row < LightOn , ThreeSec , LightOff, &s::turn_light_off >
+ // +---------+-------------+---------+---------------------+----------------------+
+ > {};
+ // 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<Song1_> Song1;
+
+ struct Song2 : public msm::front::state<my_visitable_state>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "starting: Second song" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "finishing: Second Song" << std::endl;}
+ };
+ struct Song3 : public msm::front::state<my_visitable_state>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "starting: Third song" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "finishing: Third Song" << std::endl;}
+ };
+ // 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_,msm::back::ShallowHistory<mpl::vector<end_pause> > > Playing;
+
+ // the player state machine contains a state which is himself a state machine (2 of them, Playing and Paused)
+ struct Paused_ : public msm::front::state_machine_def<Paused_,my_visitable_state>
+ {
+ typedef mpl::vector2<PlayingPaused,CDLoaded> flag_list;
+ 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 list of FSM states
+ struct StartBlinking : public msm::front::state<my_visitable_state>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "starting: StartBlinking" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "finishing: StartBlinking" << std::endl;}
+ };
+ struct StopBlinking : public msm::front::state<my_visitable_state>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "starting: StopBlinking" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "finishing: StopBlinking" << std::endl;}
+ };
+ // the initial state. Must be defined
+ typedef StartBlinking initial_state;
+ // transition actions
+ void start_blinking(TenSec const&) { std::cout << "Paused::start_blinking\n"; }
+ void stop_blinking(TenSec const&) { std::cout << "Paused::stop_blinking\n"; }
+ // guard conditions
+
+ typedef Paused_ pa; // makes transition table cleaner
+ // Transition table
+ struct transition_table : mpl::vector2<
+ // Start Event Next Action Guard
+ // +---------------+-------------+--------------+---------------------+----------------------+
+ a_row < StartBlinking , TenSec , StopBlinking , &pa::stop_blinking >,
+ a_row < StopBlinking , TenSec , StartBlinking , &pa::start_blinking >
+ // +---------------+-------------+---------------+--------------------+----------------------+
+ > {};
+ // 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<Paused_> Paused;
+
+ struct SleepMode : public msm::front::state<my_visitable_state>
+ {
+ }; // dummy state just to test the automatic id generation
+
+ struct AllOk : public msm::front::state<my_visitable_state>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "starting: AllOk" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "finishing: AllOk" << std::endl;}
+ };
+ struct ErrorMode : //public terminate_state<>
+ public msm::front::interrupt_state<end_error,my_visitable_state>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "starting: ErrorMode" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "finishing: ErrorMode" << std::endl;}
+ };
+
+ // the initial state of the player SM. Must be defined
+ typedef mpl::vector<Empty,AllOk> initial_state;
+ //typedef Empty initial_state; // this is to have only one active state
+
+ // transition actions
+ void start_playback(play const&) { std::cout << "player::start_playback\n"; }
+ void open_drawer(open_close const&) { std::cout << "player::open_drawer\n"; }
+ void close_drawer(open_close const&) { std::cout << "player::close_drawer\n"; }
+ void store_cd_info(cd_detected const&)
+ {
+ std::cout << "player::store_cd_info\n";
+ // generate another event to test the queue
+ //process_event(play());
+ }
+ void stop_playback(stop const&) { std::cout << "player::stop_playback\n"; }
+ void pause_playback(pause const&) { std::cout << "player::pause_playback\n"; }
+ void resume_playback(end_pause const&) { std::cout << "player::resume_playback\n"; }
+ void stop_and_open(open_close const&) { std::cout << "player::stop_and_open\n"; }
+ void stopped_again(stop const&){std::cout << "player::stopped_again\n";}
+ void start_sleep(go_sleep const&) { }
+ void report_error(error_found const&) {std::cout << "player::report_error\n";}
+ void report_end_error(end_error const&) {std::cout << "player::report_end_error\n";}
+ // 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 >,
+ a_row < Paused , go_sleep ,SleepMode, &p::start_sleep >,
+ // +---------+-------------+---------+---------------------+----------------------+
+ a_row < AllOk , error_found ,ErrorMode, &p::report_error >,
+ a_row <ErrorMode,end_error ,AllOk , &p::report_end_error >
+ // +---------+-------------+---------+---------------------+----------------------+
+ > {};
+
+ // 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;
+ }
+ };
+
+ // back-end
+ typedef msm::back::state_machine<player_> player;
+
+ //
+ // Testing utilities.
+ //
+
+ void pstate(player const& p)
+ {
+ static char const* const state_names[] = { "Stopped", "Open", "Empty", "Playing", "Paused","AllOk","ErrorMode","SleepMode" };
+ for (unsigned int i=0;i<player::nr_regions::value;++i)
+ {
+ std::cout << " -> " << state_names[p.current_state()[i]] << std::endl;
+ }
+ }
+ void test()
+ {
+ player p;
+ // needed to start the highest-level SM. This will call on_entry and mark the start of the SM
+ p.start();
+ std::cout << "CDLoaded active:" << std::boolalpha << p.is_flag_active<CDLoaded>() << std::endl; //=> false (no CD yet)
+
+ // test deferred event
+ // deferred in Empty and Open, will be handled only after event cd_detected
+ p.process_event(play());
+
+ // go to Open, call on_exit on Empty, then action, then on_entry on Open
+ p.process_event(open_close()); pstate(p);
+ // visiting Paused and AllOk, but only Paused cares
+ SomeVisitor vis;
+ p.visit_current_states(boost::ref(vis),1);
+ p.process_event(open_close()); pstate(p);
+ // visiting Empty and AllOk, but only Empty cares
+ p.visit_current_states(boost::ref(vis),2);
+
+
+ p.process_event(cd_detected("louie, louie"));
+ // no need to call play() as the previous event does it in its action method
+ //p.process_event(play());
+ // at this point, Play is active, along FirstSong and LightOn
+ pstate(p);
+ // visiting Playing+Song1 and AllOk, but only Playing+Song1 care
+ p.visit_current_states(boost::ref(vis),3);
+
+ std::cout << "PlayingPaused active:" << std::boolalpha << p.is_flag_active<PlayingPaused>() << std::endl;//=> true
+ // call on_exit on LightOn,FirstSong,Play like stated in the UML spec.
+ // and of course on_entry on Paused and StartBlinking
+ p.process_event(pause()); pstate(p);
+ std::cout << "PlayingPaused active:" << std::boolalpha << p.is_flag_active<PlayingPaused>() << std::endl;//=> true
+ // forward events to Paused
+ p.process_event(TenSec());
+ p.process_event(TenSec());
+ // go back to Playing
+ p.process_event(end_pause()); pstate(p);
+ std::cout << "FirstSong active:" << std::boolalpha << p.is_flag_active<FirstSongPlaying>() << std::endl; //=> true
+ p.process_event(ThreeSec()); pstate(p);
+ p.process_event(NextSong());pstate(p);
+ // We are now in second song, Flag inactive
+ std::cout << "FirstSong active:" << std::boolalpha << p.is_flag_active<FirstSongPlaying>() << std::endl;//=> false
+ // visiting Playing+Song2 and AllOk, but only Playing cares
+ p.visit_current_states(boost::ref(vis),4);
+
+ p.process_event(NextSong());pstate(p);
+ // 2nd song active
+ p.process_event(PreviousSong());pstate(p);
+ // Pause
+ p.process_event(pause()); pstate(p);
+ // go back to Playing
+ // but end_pause is an event activating the History
+ // => keep the last active State (SecondSong)
+ p.process_event(end_pause()); pstate(p);
+ // test of an event from a state to itself. According to UML spec, call again exit/entry from Stopped
+ p.process_event(stop()); pstate(p);
+ p.process_event(stop()); pstate(p);
+ std::cout << "CDLoaded active:" << std::boolalpha << p.is_flag_active<CDLoaded>() << std::endl;//=> true
+ std::cout << "PlayingPaused active:" << std::boolalpha << p.is_flag_active<PlayingPaused>() << std::endl;//=> false
+ std::cout << "FirstSong active:" << std::boolalpha << p.is_flag_active<FirstSongPlaying>() << std::endl;//=> false
+ std::cout << "CDLoaded active with AND:" << std::boolalpha << p.is_flag_active<CDLoaded,player::Flag_AND>() << std::endl;//=> false
+ std::cout << "CDLoaded active with OR:" << std::boolalpha << p.is_flag_active<CDLoaded,player::Flag_OR>() << std::endl;//=> true
+
+ // go back to Playing
+ // but play is not leading to Shallow History => do not remember the last active State (SecondSong)
+ // and activate again FirstSong and LightOn
+ p.process_event(play()); pstate(p);
+ p.process_event(error_found()); pstate(p);
+
+ // try generating more events
+ std::cout << "Trying to generate another event" << std::endl; // will not work, fsm is terminated or interrupted
+ p.process_event(NextSong());pstate(p);
+
+ std::cout << "Trying to end the error" << std::endl; // will work only if ErrorMode is interrupt state
+ p.process_event(end_error());pstate(p);
+ std::cout << "Trying to generate another event" << std::endl; // will work only if ErrorMode is interrupt state
+ p.process_event(NextSong());pstate(p);
+
+ std::cout << "Simulate error. Event play is not valid" << std::endl;
+ p.process_event(play()); pstate(p);
+ }
+}
+
+int main()
+{
+ test();
+ return 0;
+}
+
+
diff --git a/libs/msm/doc/PDF/examples/Serialize.cpp b/libs/msm/doc/PDF/examples/Serialize.cpp
new file mode 100644
index 0000000000..dc72c59eb5
--- /dev/null
+++ b/libs/msm/doc/PDF/examples/Serialize.cpp
@@ -0,0 +1,248 @@
+#include <iostream>
+// back-end
+#include <boost/msm/back/state_machine.hpp>
+//front-end
+#include <boost/msm/front/state_machine_def.hpp>
+
+// include headers that implement a archive in simple text format
+#include <boost/archive/text_oarchive.hpp>
+#include <boost/archive/text_iarchive.hpp>
+#include <boost/serialization/tracking.hpp>
+
+#include <fstream>
+
+
+namespace msm = boost::msm;
+namespace mpl = boost::mpl;
+
+
+namespace
+{
+ // events
+ struct play {};
+ struct end_pause {};
+ struct stop {};
+ struct pause {};
+ struct open_close {};
+
+ // A "complicated" event type that carries some data.
+ enum DiskTypeEnum
+ {
+ DISK_CD=0,
+ DISK_DVD=1
+ };
+ struct cd_detected
+ {
+ cd_detected(std::string name, DiskTypeEnum diskType)
+ : name(name),
+ disc_type(diskType)
+ {}
+
+ std::string name;
+ DiskTypeEnum disc_type;
+ };
+
+ // front-end: define the FSM structure
+ struct player_ : public msm::front::state_machine_def<player_>
+ {
+ //we might want to serialize some data contained by the front-end
+ int front_end_data;
+ player_():front_end_data(0){}
+ // to achieve this, ask for it
+ typedef int do_serialize;
+ // and provide a serialize
+ template<class Archive>
+ void serialize(Archive & ar, const unsigned int )
+ {
+ ar & front_end_data;
+ }
+ // The list of FSM states
+ struct Empty : public msm::front::state<>
+ {
+ // we want Empty to be serialized
+ typedef int do_serialize;
+ template<class Archive>
+ void serialize(Archive & ar, const unsigned int )
+ {
+ ar & some_dummy_data;
+ }
+ Empty():some_dummy_data(0){}
+ // every (optional) entry/exit methods get the event passed.
+ 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;}
+ int some_dummy_data;
+ };
+ 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;}
+ };
+
+ // sm_ptr still supported but deprecated as functors are a much better way to do the same thing
+ struct Stopped : public msm::front::state<msm::front::default_base_state,msm::front::sm_ptr>
+ {
+ 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;}
+ void set_sm_ptr(player_* pl)
+ {
+ m_player=pl;
+ }
+ player_* m_player;
+ };
+
+ struct Playing : public msm::front::state<>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "entering: Playing" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "leaving: Playing" << std::endl;}
+ };
+
+ // state not defining any entry or exit
+ struct Paused : public msm::front::state<>
+ {
+ };
+
+ // the initial state of the player SM. Must be defined
+ typedef Empty initial_state;
+
+ // transition actions
+ void start_playback(play const&) { std::cout << "player::start_playback\n"; }
+ void open_drawer(open_close const&) { std::cout << "player::open_drawer\n"; }
+ void close_drawer(open_close const&) { std::cout << "player::close_drawer\n"; }
+ void store_cd_info(cd_detected const&) { std::cout << "player::store_cd_info\n"; }
+ void stop_playback(stop const&) { std::cout << "player::stop_playback\n"; }
+ void pause_playback(pause const&) { std::cout << "player::pause_playback\n"; }
+ void resume_playback(end_pause const&) { std::cout << "player::resume_playback\n"; }
+ void stop_and_open(open_close const&) { std::cout << "player::stop_and_open\n"; }
+ void stopped_again(stop const&) {std::cout << "player::stopped_again\n";}
+ // guard conditions
+ bool good_disk_format(cd_detected const& evt)
+ {
+ // to test a guard condition, let's say we understand only CDs, not DVD
+ if (evt.disc_type != DISK_CD)
+ {
+ std::cout << "wrong disk, sorry" << std::endl;
+ return false;
+ }
+ return true;
+ }
+ // used to show a transition conflict. This guard will simply deactivate one transition and thus
+ // solve the conflict
+ bool auto_start(cd_detected const&)
+ {
+ return false;
+ }
+
+ 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 >,
+ _row < Stopped , stop , Stopped >,
+ // +---------+-------------+---------+---------------------+----------------------+
+ a_row < Open , open_close , Empty , &p::close_drawer >,
+ // +---------+-------------+---------+---------------------+----------------------+
+ a_row < Empty , open_close , Open , &p::open_drawer >,
+ row < Empty , cd_detected , Stopped , &p::store_cd_info ,&p::good_disk_format >,
+ row < Empty , cd_detected , Playing , &p::store_cd_info ,&p::auto_start >,
+ // +---------+-------------+---------+---------------------+----------------------+
+ 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;
+ }
+ };
+ // Pick a back-end
+ 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;
+ }
+
+ void test()
+ {
+ player p;
+ // needed to start the highest-level SM. This will call on_entry and mark the start of the SM
+ p.start();
+ p.get_state<player_::Empty&>().some_dummy_data=3;
+ p.front_end_data=4;
+
+ // go to Open, call on_exit on Empty, then action, then on_entry on Open
+ p.process_event(open_close()); pstate(p);
+
+ std::ofstream ofs("fsm.txt");
+ // save fsm to archive (current state is Open)
+ {
+ boost::archive::text_oarchive oa(ofs);
+ // write class instance to archive
+ oa << p;
+ }
+ // reload fsm in state Open
+ player p2;
+ {
+ // create and open an archive for input
+ std::ifstream ifs("fsm.txt");
+ boost::archive::text_iarchive ia(ifs);
+ // read class state from archive
+ ia >> p2;
+ }
+ // we now use p2 as it was loaded
+ // check that we kept Empty's data value
+ std::cout << "Empty's data should be 3:" << p2.get_state<player_::Empty&>().some_dummy_data << std::endl;
+ std::cout << "front-end data should be 4:" << p2.front_end_data << std::endl;
+
+ p2.process_event(open_close()); pstate(p2);
+ // will be rejected, wrong disk type
+ p2.process_event(
+ cd_detected("louie, louie",DISK_DVD)); pstate(p2);
+ p2.process_event(
+ cd_detected("louie, louie",DISK_CD)); pstate(p2);
+ p2.process_event(play());
+
+ // at this point, Play is active
+ p2.process_event(pause()); pstate(p2);
+ // go back to Playing
+ p2.process_event(end_pause()); pstate(p2);
+ p2.process_event(pause()); pstate(p2);
+ p2.process_event(stop()); pstate(p2);
+ // event leading to the same state
+ // no action method called as it is not present in the transition table
+ p2.process_event(stop()); pstate(p2);
+ }
+}
+// eliminate object tracking (even if serialized through a pointer)
+// at the risk of a programming error creating duplicate objects.
+// this is to get rid of warning because p is not const
+BOOST_CLASS_TRACKING(player, boost::serialization::track_never)
+
+int main()
+{
+ test();
+ return 0;
+}
diff --git a/libs/msm/doc/PDF/examples/SerializeCompositeAndHistory.cpp b/libs/msm/doc/PDF/examples/SerializeCompositeAndHistory.cpp
new file mode 100644
index 0000000000..9699ab1e06
--- /dev/null
+++ b/libs/msm/doc/PDF/examples/SerializeCompositeAndHistory.cpp
@@ -0,0 +1,266 @@
+// 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 <iostream>
+// back-end
+#include <boost/msm/back/state_machine.hpp>
+//front-end
+#include <boost/msm/front/state_machine_def.hpp>
+
+// include headers that implement a archive in simple text format
+#include <boost/archive/text_oarchive.hpp>
+#include <boost/archive/text_iarchive.hpp>
+#include <boost/serialization/tracking.hpp>
+
+#include <fstream>
+
+namespace msm = boost::msm;
+namespace mpl = boost::mpl;
+
+namespace
+{
+ // events
+ struct play {};
+ struct end_pause {};
+ struct stop {};
+ struct pause {};
+ struct open_close {};
+ struct NextSong {};
+ struct PreviousSong {};
+
+ // A "complicated" event type that carries some data.
+ struct cd_detected
+ {
+ cd_detected(std::string name)
+ : name(name)
+ {}
+
+ std::string name;
+ };
+
+ // front-end: define the FSM structure
+ struct player_ : public msm::front::state_machine_def<player_>
+ {
+ // The list of FSM states
+ struct Empty : public msm::front::state<>
+ {
+ // every (optional) entry/exit methods get the event passed
+ 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_>
+ {
+ // when playing, the CD is loaded and we are in either pause or playing (duh)
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "entering: Playing" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "leaving: Playing" << std::endl;}
+
+ // The list of FSM states
+ struct Song1 : public msm::front::state<>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "starting: First song" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "finishing: First Song" << std::endl;}
+ };
+ struct Song2 : public msm::front::state<>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "starting: Second song" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "finishing: Second Song" << std::endl;}
+ };
+ struct Song3 : public msm::front::state<>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "starting: Third song" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "finishing: Third Song" << std::endl;}
+ };
+ // 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;
+ }
+
+ };
+ // back-end
+ // demonstrates Shallow History: if the state gets activated with end_pause
+ // then it will remember the last active state and reactivate it
+ // also possible: AlwaysHistory, the last active state will always be reactivated
+ // or NoHistory, always restart from the initial state
+ typedef msm::back::state_machine<Playing_,msm::back::ShallowHistory<mpl::vector<end_pause> > > 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&) { std::cout << "player::start_playback\n"; }
+ void open_drawer(open_close const&) { std::cout << "player::open_drawer\n"; }
+ void close_drawer(open_close const&) { std::cout << "player::close_drawer\n"; }
+ void store_cd_info(cd_detected const& cd) {std::cout << "player::store_cd_info\n";}
+ void stop_playback(stop const&) { std::cout << "player::stop_playback\n"; }
+ void pause_playback(pause const&) { std::cout << "player::pause_playback\n"; }
+ void resume_playback(end_pause const&) { std::cout << "player::resume_playback\n"; }
+ void stop_and_open(open_close const&) { std::cout << "player::stop_and_open\n"; }
+ void stopped_again(stop const&){std::cout << "player::stopped_again\n";}
+ // 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;
+ }
+
+ };
+ // Pick a back-end
+ 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;
+ }
+
+ void test()
+ {
+ player p;
+
+ // needed to start the highest-level SM. This will call on_entry and mark the start of the SM
+ p.start();
+ // go to Open, call on_exit on Empty, then action, then on_entry on Open
+ p.process_event(open_close()); pstate(p);
+ p.process_event(open_close()); pstate(p);
+ p.process_event(cd_detected("louie, louie"));
+ p.process_event(play());
+
+ // at this point, Play is active
+ // make transition happen inside it. Player has no idea about this event but it's ok.
+ p.process_event(NextSong());pstate(p); //2nd song active
+ p.process_event(NextSong());pstate(p);//3rd song active
+ p.process_event(PreviousSong());pstate(p);//2nd song active
+ p.process_event(pause()); pstate(p);
+ std::ofstream ofs("fsm.txt");
+ // save fsm to archive (current state is Pause, Playing is in Song2)
+ {
+ boost::archive::text_oarchive oa(ofs);
+ // write class instance to archive
+ oa << p;
+ }
+ // reload fsm in state Open
+ player p2;
+ {
+ // create and open an archive for input
+ std::ifstream ifs("fsm.txt");
+ boost::archive::text_iarchive ia(ifs);
+ // read class state from archive
+ ia >> p2;
+ }
+ // go back to Playing
+ // as you see, remembers the original state as end_pause is an history trigger
+ p2.process_event(end_pause()); pstate(p2);
+ p2.process_event(pause()); pstate(p2);
+ p2.process_event(stop()); pstate(p2);
+ // event leading to the same state
+ p2.process_event(stop()); pstate(p2);
+ // play does not trigger shallow history => start back from 1st song
+ p2.process_event(play()); pstate(p2);
+ }
+}
+// eliminate object tracking (even if serialized through a pointer)
+// at the risk of a programming error creating duplicate objects.
+// this is to get rid of warning because p is not const
+BOOST_CLASS_TRACKING(player, boost::serialization::track_never)
+
+int main()
+{
+ test();
+ return 0;
+}
diff --git a/libs/msm/doc/PDF/examples/SimplePhoenix.cpp b/libs/msm/doc/PDF/examples/SimplePhoenix.cpp
new file mode 100644
index 0000000000..7df50096cb
--- /dev/null
+++ b/libs/msm/doc/PDF/examples/SimplePhoenix.cpp
@@ -0,0 +1,258 @@
+// 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 <vector>
+#include <iostream>
+
+#include <boost/phoenix/phoenix.hpp>
+
+// add phoenix support in eUML
+#define BOOST_MSM_EUML_PHOENIX_SUPPORT
+#include <boost/msm/back/state_machine.hpp>
+#include <boost/msm/front/euml/euml.hpp>
+
+
+using namespace std;
+using namespace boost::msm::front::euml;
+namespace msm = boost::msm;
+using namespace boost::phoenix;
+
+// entry/exit/action/guard logging functors
+#include "logging_functors.h"
+
+namespace // Concrete FSM implementation
+{
+ // events
+ BOOST_MSM_EUML_EVENT(end_pause)
+ BOOST_MSM_EUML_EVENT(stop)
+ BOOST_MSM_EUML_EVENT(pause)
+ BOOST_MSM_EUML_EVENT(open_close)
+ struct play_event : boost::msm::front::euml::euml_event<play_event>
+ {
+ };
+ play_event play;
+
+ enum DiskTypeEnum
+ {
+ DISK_CD=0,
+ DISK_DVD=1
+ };
+ // A "complicated" event type that carries some data.
+ struct cd_detected_event : boost::msm::front::euml::euml_event<cd_detected_event>
+ {
+ cd_detected_event(){}
+ cd_detected_event(std::string const& name,DiskTypeEnum disk):cd_name(name),cd_type(disk){}
+ std::string cd_name;
+ DiskTypeEnum cd_type;
+ };
+ // define an instance for a nicer transition table
+ cd_detected_event cd_detected;
+
+ // Concrete FSM implementation
+ // The list of FSM states
+ // state not needing any entry or exit
+ BOOST_MSM_EUML_STATE((),Paused)
+
+ // states with standard eUML actions
+ BOOST_MSM_EUML_STATE(( Stopped_Entry,Stopped_Exit ),Stopped)
+ BOOST_MSM_EUML_STATE(( Playing_Entry,Playing_Exit ),Playing)
+
+ // a "standard" msm state
+ struct Empty_impl : public msm::front::state<> , public euml_state<Empty_impl>
+ {
+ // this allows us to add some functions
+ void foo() {std::cout << "Empty::foo " << std::endl;}
+ // standard entry behavior
+ template <class Event,class FSM>
+ void on_entry(Event const& evt,FSM& fsm)
+ {
+ std::cout << "entering: Empty" << std::endl;
+ }
+ template <class Event,class FSM>
+ void on_exit(Event const& evt,FSM& fsm)
+ {
+ std::cout << "leaving: Empty" << std::endl;
+ }
+ };
+ //instance for use in the transition table
+ Empty_impl const Empty;
+
+ // entry and exit actions as phoenix functions
+ struct open_entry_impl
+ {
+ typedef void result_type;
+ void operator()()
+ {
+ cout << "entering: Open" << endl;
+ }
+ };
+ boost::phoenix::function<open_entry_impl> open_entry;
+ struct open_exit_impl
+ {
+ typedef void result_type;
+ void operator()()
+ {
+ cout << "leaving: Open" << endl;
+ }
+ };
+ boost::phoenix::function<open_exit_impl> open_exit;
+
+ // a state using phoenix for entry/exit actions
+ BOOST_MSM_EUML_STATE(( open_entry(),open_exit() ),Open)
+
+ // actions and guards using boost::phoenix
+ struct start_playback_impl
+ {
+ typedef void result_type;
+ void operator()()
+ {
+ cout << "calling: start_playback" << endl;
+ }
+ };
+ boost::phoenix::function<start_playback_impl> start_playback;
+
+ // a guard taking the event as argument
+ struct good_disk_format_impl
+ {
+ typedef bool result_type;
+
+ template <class Event>
+ bool operator()(Event const& evt)
+ {
+ // to test a guard condition, let's say we understand only CDs, not DVD
+ if (evt.cd_type!=DISK_CD)
+ {
+ std::cout << "wrong disk, sorry" << std::endl;
+ return false;
+ }
+ std::cout << "good disk" << std::endl;
+ return true;
+ }
+ };
+ boost::phoenix::function<good_disk_format_impl> good_disk_format;
+
+ // a simple action
+ struct store_cd_info_impl
+ {
+ typedef void result_type;
+ void operator()()
+ {
+ cout << "calling: store_cd_info" << endl;
+ }
+ };
+ boost::phoenix::function<store_cd_info_impl> store_cd_info;
+
+ // an action taking the fsm as argument and sending it a new event
+ struct process_play_impl
+ {
+ typedef void result_type;
+
+ template <class Fsm>
+ void operator()(Fsm& fsm)
+ {
+ cout << "queuing a play event" << endl;
+ fsm.process_event(play);
+ }
+ };
+ // it is also possible to use BOOST_PHOENIX_ADAPT_CALLABLE to avoid defining a global variable
+ BOOST_PHOENIX_ADAPT_CALLABLE(process_play, process_play_impl, 1)
+
+
+ // transition table. Actions and guards are written as phoenix functions
+ BOOST_MSM_EUML_TRANSITION_TABLE((
+ //an action without arguments
+ Playing == Stopped + play / start_playback() ,
+ Playing == Paused + end_pause ,
+ // +------------------------------------------------------------------------------+
+ Empty == Open + open_close ,
+ // +------------------------------------------------------------------------------+
+ Open == Empty + open_close ,
+ Open == Paused + open_close ,
+ Open == Stopped + open_close ,
+ Open == Playing + open_close ,
+ // +------------------------------------------------------------------------------+
+ Paused == Playing + pause ,
+ // +------------------------------------------------------------------------------+
+ Stopped == Playing + stop ,
+ Stopped == Paused + stop ,
+ // a guard taking the event as argument
+ // and an action made of a phoenix expression of 2 actions
+ // _event is a placeholder for the current event
+ // _fsm is a placeholder for the current state machine
+ Stopped == Empty + cd_detected [good_disk_format(_event)]
+ / (store_cd_info(),process_play(_fsm)),
+ Stopped == Stopped + stop
+ // +------------------------------------------------------------------------------+
+ ),transition_table)
+
+ // create a state machine "on the fly"
+ BOOST_MSM_EUML_DECLARE_STATE_MACHINE(( transition_table, //STT
+ init_ << Empty, // Init State
+ no_action, // Entry
+ no_action, // Exit
+ attributes_ << no_attributes_, // Attributes
+ configure_ << no_configure_, // configuration
+ Log_No_Transition // no_transition handler
+ ),
+ player_) //fsm name
+
+ // or simply, if no no_transition handler needed:
+ //BOOST_MSM_EUML_DECLARE_STATE_MACHINE(( transition_table, //STT
+ // Empty // Init State
+ // ),player_)
+
+ // choice of back-end
+ typedef msm::back::state_machine<player_> player;
+
+ //
+ // Testing utilities.
+ //
+ static char const* const state_names[] = { "Stopped", "Paused", "Open", "Empty", "Playing" };
+ void pstate(player const& p)
+ {
+ std::cout << " -> " << state_names[p.current_state()[0]] << std::endl;
+ }
+
+ void test()
+ {
+ player p;
+ // needed to start the highest-level SM. This will call on_entry and mark the start of the SM
+ p.start();
+ // go to Open, call on_exit on Empty, then action, then on_entry on Open
+ p.process_event(open_close); pstate(p);
+ p.process_event(open_close); pstate(p);
+ // will be rejected, wrong disk type
+ p.process_event(
+ cd_detected_event("louie, louie",DISK_DVD)); pstate(p);
+ p.process_event(
+ cd_detected_event("louie, louie",DISK_CD)); pstate(p);
+ // no need to call play as the previous event does it in its action method
+ //p.process_event(play);
+
+ // at this point, Play is active
+ p.process_event(pause); pstate(p);
+ // go back to Playing
+ p.process_event(end_pause); pstate(p);
+ p.process_event(pause); pstate(p);
+ p.process_event(stop); pstate(p);
+ // event leading to the same state
+ // no action method called as none is defined in the transition table
+ p.process_event(stop); pstate(p);
+ // test call to no_transition
+ p.process_event(pause); pstate(p);
+ }
+}
+
+int main()
+{
+ test();
+ return 0;
+}
+
diff --git a/libs/msm/doc/PDF/examples/SimpleTimer.cpp b/libs/msm/doc/PDF/examples/SimpleTimer.cpp
new file mode 100644
index 0000000000..25a5aaf9f0
--- /dev/null
+++ b/libs/msm/doc/PDF/examples/SimpleTimer.cpp
@@ -0,0 +1,159 @@
+// 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 <vector>
+#include <iostream>
+
+#include <boost/msm/back/state_machine.hpp>
+#include <boost/msm/front/euml/euml.hpp>
+
+using namespace std;
+using namespace boost::msm::front::euml;
+namespace msm = boost::msm;
+
+// how long the timer will ring when countdown elapsed.
+#define RINGING_TIME 5
+
+namespace // Concrete FSM implementation
+{
+ // events
+ BOOST_MSM_EUML_DECLARE_ATTRIBUTE(int,m_timer)
+ BOOST_MSM_EUML_ATTRIBUTES((attributes_ << m_timer ), start_timer_attr)
+ BOOST_MSM_EUML_EVENT_WITH_ATTRIBUTES(start_timer,start_timer_attr)
+
+ BOOST_MSM_EUML_EVENT(stop_timer)
+
+ BOOST_MSM_EUML_DECLARE_ATTRIBUTE(int,m_tick)
+ BOOST_MSM_EUML_ATTRIBUTES((attributes_ << m_tick ), tick_attr)
+ BOOST_MSM_EUML_EVENT_WITH_ATTRIBUTES(tick,tick_attr)
+
+ BOOST_MSM_EUML_EVENT(start_ringing)
+
+ // Concrete FSM implementation
+
+ // The list of FSM states
+ BOOST_MSM_EUML_ACTION(Stopped_Entry)
+ {
+ template <class Event,class FSM,class STATE>
+ void operator()(Event const&,FSM&,STATE& )
+ {
+ std::cout << "entering: Stopped" << std::endl;
+ }
+ };
+ BOOST_MSM_EUML_STATE(( Stopped_Entry ),Stopped)
+
+ BOOST_MSM_EUML_ACTION(Started_Entry)
+ {
+ template <class Event,class FSM,class STATE>
+ void operator()(Event const&,FSM&,STATE& )
+ {
+ std::cout << "entering: Started" << std::endl;
+ }
+ };
+
+ BOOST_MSM_EUML_DECLARE_ATTRIBUTE(int,m_counter)
+ BOOST_MSM_EUML_STATE(( Started_Entry,
+ no_action,
+ attributes_ << m_counter
+ ),
+ Started)
+
+ BOOST_MSM_EUML_ACTION(Ringing_Entry)
+ {
+ template <class Event,class FSM,class STATE>
+ void operator()(Event const&,FSM&,STATE& )
+ {
+ std::cout << "entering: Ringing" << std::endl;
+ }
+ };
+ BOOST_MSM_EUML_DECLARE_ATTRIBUTE(int,m_ringing_cpt)
+ BOOST_MSM_EUML_STATE(( Ringing_Entry,
+ no_action,
+ attributes_ << m_ringing_cpt
+ ),
+ Ringing)
+
+ // external function
+ void do_ring(int ringing_time) {std::cout << "ringing " << ringing_time << " s" << std::endl;}
+ // create functor and eUML function
+ BOOST_MSM_EUML_FUNCTION(Ring_ , do_ring , ring_ , void , void )
+
+ // replaces the old transition table
+ BOOST_MSM_EUML_TRANSITION_TABLE((
+ // +------------------------------------------------------------------------------+
+ // When we start the countdown, the countdown value is not hardcoded but contained in the start_timer event.
+ // We copy this value into Started
+ Started == Stopped + start_timer /(target_(m_counter)= event_(m_timer)) ,
+ Stopped == Started + stop_timer ,
+ // internal transition
+ Started + tick
+ // we here use the message queue to move to Started when the countdown is finished
+ // to do this we put start_ringing into the message queue
+ / if_then_( (source_(m_counter) -= event_(m_tick) ) <= Int_<0>(),
+ process_(start_ringing) ) ,
+ // when we start ringing, we give to the state its hard-coded ringing time.
+ Ringing == Started + start_ringing
+ / (target_(m_ringing_cpt) = Int_<RINGING_TIME>(),
+ // call the external do_ring function
+ ring_(Int_<RINGING_TIME>())) ,
+ // to change a bit, we now do not use the message queue but a transition conflict to solve the same problem.
+ // When tick is fired, we have an internal transition Ringing -> Ringing, as long as Counter > 0
+ Ringing + tick [ source_(m_ringing_cpt) - event_(m_tick) > Int_<0>() ]
+ /(target_(m_ringing_cpt) -= event_(m_tick) ) ,
+ // And we move to Stopped when the counter is 0
+ Stopped == Ringing + tick[source_(m_ringing_cpt)-event_(m_tick) <= Int_<0>()] ,
+ // we let the user manually stop the ringing by pressing any button
+ Stopped == Ringing + stop_timer ,
+ Stopped == Ringing + start_timer
+ // +------------------------------------------------------------------------------+
+ ),transition_table)
+
+ // create a state machine "on the fly"
+ BOOST_MSM_EUML_DECLARE_STATE_MACHINE(( transition_table, //STT
+ init_ << Stopped // Init State
+ ),
+ SimpleTimer_) //fsm name
+
+ // choice of back-end
+ typedef msm::back::state_machine<SimpleTimer_> SimpleTimer;
+
+ //
+ // Testing utilities.
+ //
+ static char const* const state_names[] = { "Stopped", "Started","Ringing" };
+ void pstate(SimpleTimer const& p)
+ {
+ std::cout << " -> " << state_names[p.current_state()[0]] << std::endl;
+ }
+
+ void test()
+ {
+ SimpleTimer p;
+ // needed to start the highest-level SM. This will call on_entry and mark the start of the SM
+ p.start();
+
+ p.process_event(start_timer(5));pstate(p); //timer set to 5 ticks
+ p.process_event(tick(2));pstate(p);
+ p.process_event(tick(1));pstate(p);
+ p.process_event(tick(1));pstate(p);
+ p.process_event(tick(1));pstate(p);
+ // we are now ringing, let it ring a bit
+ p.process_event(tick(2));pstate(p);
+ p.process_event(tick(1));pstate(p);
+ p.process_event(tick(1));pstate(p);
+ p.process_event(tick(1));pstate(p);
+ }
+}
+
+int main()
+{
+ test();
+ return 0;
+}
diff --git a/libs/msm/doc/PDF/examples/SimpleTutorial.cpp b/libs/msm/doc/PDF/examples/SimpleTutorial.cpp
new file mode 100644
index 0000000000..4fd879820e
--- /dev/null
+++ b/libs/msm/doc/PDF/examples/SimpleTutorial.cpp
@@ -0,0 +1,213 @@
+// 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 <iostream>
+// back-end
+#include <boost/msm/back/state_machine.hpp>
+//front-end
+#include <boost/msm/front/state_machine_def.hpp>
+
+namespace msm = boost::msm;
+namespace mpl = boost::mpl;
+
+namespace
+{
+ // events
+ struct play {};
+ struct end_pause {};
+ struct stop {};
+ struct pause {};
+ struct open_close {};
+
+ // A "complicated" event type that carries some data.
+ enum DiskTypeEnum
+ {
+ DISK_CD=0,
+ DISK_DVD=1
+ };
+ struct cd_detected
+ {
+ cd_detected(std::string name, DiskTypeEnum diskType)
+ : name(name),
+ disc_type(diskType)
+ {}
+
+ std::string name;
+ DiskTypeEnum disc_type;
+ };
+
+ // front-end: define the FSM structure
+ struct player_ : public msm::front::state_machine_def<player_>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const& ,FSM&)
+ {
+ std::cout << "entering: Player" << std::endl;
+ }
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& )
+ {
+ std::cout << "leaving: Player" << std::endl;
+ }
+
+ // The list of FSM states
+ struct Empty : public msm::front::state<>
+ {
+ // every (optional) entry/exit methods get the event passed.
+ 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;}
+ };
+
+ // sm_ptr still supported but deprecated as functors are a much better way to do the same thing
+ struct Stopped : public msm::front::state<msm::front::default_base_state,msm::front::sm_ptr>
+ {
+ 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;}
+ void set_sm_ptr(player_* pl)
+ {
+ m_player=pl;
+ }
+ player_* m_player;
+ };
+
+ struct Playing : public msm::front::state<>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "entering: Playing" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "leaving: Playing" << std::endl;}
+ };
+
+ // state not defining any entry or exit
+ struct Paused : public msm::front::state<>
+ {
+ };
+
+ // the initial state of the player SM. Must be defined
+ typedef Empty initial_state;
+
+ // transition actions
+ void start_playback(play const&) { std::cout << "player::start_playback\n"; }
+ void open_drawer(open_close const&) { std::cout << "player::open_drawer\n"; }
+ void close_drawer(open_close const&) { std::cout << "player::close_drawer\n"; }
+ void store_cd_info(cd_detected const&) { std::cout << "player::store_cd_info\n"; }
+ void stop_playback(stop const&) { std::cout << "player::stop_playback\n"; }
+ void pause_playback(pause const&) { std::cout << "player::pause_playback\n"; }
+ void resume_playback(end_pause const&) { std::cout << "player::resume_playback\n"; }
+ void stop_and_open(open_close const&) { std::cout << "player::stop_and_open\n"; }
+ void stopped_again(stop const&) {std::cout << "player::stopped_again\n";}
+ // guard conditions
+ bool good_disk_format(cd_detected const& evt)
+ {
+ // to test a guard condition, let's say we understand only CDs, not DVD
+ if (evt.disc_type != DISK_CD)
+ {
+ std::cout << "wrong disk, sorry" << std::endl;
+ return false;
+ }
+ return true;
+ }
+ // used to show a transition conflict. This guard will simply deactivate one transition and thus
+ // solve the conflict
+ bool auto_start(cd_detected const&)
+ {
+ return false;
+ }
+
+ 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 >,
+ _row < Stopped , stop , Stopped >,
+ // +---------+-------------+---------+---------------------+----------------------+
+ a_row < Open , open_close , Empty , &p::close_drawer >,
+ // +---------+-------------+---------+---------------------+----------------------+
+ a_row < Empty , open_close , Open , &p::open_drawer >,
+ row < Empty , cd_detected , Stopped , &p::store_cd_info ,&p::good_disk_format >,
+ row < Empty , cd_detected , Playing , &p::store_cd_info ,&p::auto_start >,
+ // +---------+-------------+---------+---------------------+----------------------+
+ 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;
+ }
+ };
+ // Pick a back-end
+ 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;
+ }
+
+ void test()
+ {
+ player p;
+ // needed to start the highest-level SM. This will call on_entry and mark the start of the SM
+ p.start();
+ // go to Open, call on_exit on Empty, then action, then on_entry on Open
+ p.process_event(open_close()); pstate(p);
+ p.process_event(open_close()); pstate(p);
+ // will be rejected, wrong disk type
+ p.process_event(
+ cd_detected("louie, louie",DISK_DVD)); pstate(p);
+ p.process_event(
+ cd_detected("louie, louie",DISK_CD)); pstate(p);
+ p.process_event(play());
+
+ // at this point, Play is active
+ p.process_event(pause()); pstate(p);
+ // go back to Playing
+ p.process_event(end_pause()); pstate(p);
+ p.process_event(pause()); pstate(p);
+ p.process_event(stop()); pstate(p);
+ // event leading to the same state
+ // no action method called as it is not present in the transition table
+ p.process_event(stop()); pstate(p);
+ std::cout << "stop fsm" << std::endl;
+ p.stop();
+ }
+}
+
+int main()
+{
+ test();
+ return 0;
+}
diff --git a/libs/msm/doc/PDF/examples/SimpleTutorial2.cpp b/libs/msm/doc/PDF/examples/SimpleTutorial2.cpp
new file mode 100644
index 0000000000..65d2c62ae6
--- /dev/null
+++ b/libs/msm/doc/PDF/examples/SimpleTutorial2.cpp
@@ -0,0 +1,227 @@
+// 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 <iostream>
+// back-end
+#include <boost/msm/back/state_machine.hpp>
+//front-end
+#include <boost/msm/front/state_machine_def.hpp>
+#include <boost/msm/front/row2.hpp>
+
+namespace msm = boost::msm;
+namespace mpl = boost::mpl;
+using namespace msm::front;
+
+namespace
+{
+ // events
+ struct play {};
+ struct end_pause {};
+ struct stop {};
+ struct pause {};
+ struct open_close {};
+
+ // A "complicated" event type that carries some data.
+ enum DiskTypeEnum
+ {
+ DISK_CD=0,
+ DISK_DVD=1
+ };
+ struct cd_detected
+ {
+ cd_detected(std::string name, DiskTypeEnum diskType)
+ : name(name),
+ disc_type(diskType)
+ {}
+
+ std::string name;
+ DiskTypeEnum disc_type;
+ };
+
+ // front-end: define the FSM structure
+ struct player_ : public msm::front::state_machine_def<player_>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const& ,FSM&)
+ {
+ std::cout << "entering: Player" << std::endl;
+ }
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& )
+ {
+ std::cout << "leaving: Player" << std::endl;
+ }
+
+ // The list of FSM states
+ struct Empty : public msm::front::state<>
+ {
+ // every (optional) entry/exit methods get the event passed.
+ 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;}
+ void open_drawer(open_close const&) { std::cout << "Empty::open_drawer\n"; }
+ // actions for Empty's internal transitions
+ void internal_action(cd_detected const&){ std::cout << "Empty::internal action\n"; }
+ bool internal_guard(cd_detected const&)
+ {
+ std::cout << "Empty::internal guard\n";
+ return false;
+ }
+ };
+ 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;}
+ void close_drawer(open_close const&) { std::cout << "Open::close_drawer\n"; }
+ void stop_and_open(open_close const&) { std::cout << "Open::stop_and_open\n"; }
+ };
+
+ // sm_ptr still supported but deprecated as functors are a much better way to do the same thing
+ struct Stopped : public msm::front::state<msm::front::default_base_state,msm::front::sm_ptr>
+ {
+ 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;}
+ void set_sm_ptr(player_* pl)
+ {
+ m_player=pl;
+ }
+ player_* m_player;
+ void start_playback(play const&) { std::cout << "Stopped::start_playback\n"; }
+ void stop_playback(stop const&) { std::cout << "Stopped::stop_playback\n"; }
+ };
+
+ struct Playing : public msm::front::state<>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "entering: Playing" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "leaving: Playing" << std::endl;}
+ // guard conditions
+ // used to show a transition conflict. This guard will simply deactivate one transition and thus
+ // solve the conflict
+ bool auto_start(cd_detected const&)
+ {
+ return false;
+ }
+ };
+
+ // state not defining any entry or exit
+ struct Paused : public msm::front::state<>
+ {
+ void pause_playback(pause const&) { std::cout << "Paused::pause_playback\n"; }
+ void resume_playback(end_pause const&) { std::cout << "Paused::resume_playback\n"; }
+ };
+
+ // action
+ void store_cd_info(cd_detected const&) { std::cout << "Player::store_cd_info\n"; }
+
+ // guard
+ bool good_disk_format(cd_detected const& evt)
+ {
+ // to test a guard condition, let's say we understand only CDs, not DVD
+ if (evt.disc_type != DISK_CD)
+ {
+ std::cout << "wrong disk, sorry" << std::endl;
+ return false;
+ }
+ return true;
+ }
+ // the initial state of the player SM. Must be defined
+ typedef Empty initial_state;
+
+ // Transition table for player
+ struct transition_table : mpl::vector<
+ // Start Event Next Action/Guard
+ // +---------+-------------+---------+---------------------+----------------------+
+ a_row2 < Stopped , play , Playing , Stopped , &Stopped::start_playback >,
+ a_row2 < Stopped , open_close , Open , Empty , &Empty::open_drawer >,
+ _row < Stopped , stop , Stopped >,
+ // +---------+-------------+---------+---------------------+----------------------+
+ a_row2 < Open , open_close , Empty , Open , &Open::close_drawer >,
+ // +---------+-------------+---------+---------------------+----------------------+
+ a_row2 < Empty , open_close , Open , Empty ,&Empty::open_drawer >,
+ row2 < Empty , cd_detected , Stopped , player_ ,&player_::store_cd_info
+ , player_ ,&player_::good_disk_format >,
+ row2 < Empty , cd_detected , Playing , player_ ,&player_::store_cd_info
+ , Playing ,&Playing::auto_start >,
+ // conflict with some internal rows
+ irow2 < Empty , cd_detected , Empty ,&Empty::internal_action
+ , Empty ,&Empty::internal_guard >,
+ g_irow2 < Empty , cd_detected , Empty ,&Empty::internal_guard >,
+ // +---------+-------------+---------+---------------------+----------------------+
+ a_row2 < Playing , stop , Stopped , Stopped ,&Stopped::stop_playback >,
+ a_row2 < Playing , pause , Paused , Paused ,&Paused::pause_playback >,
+ a_row2 < Playing , open_close , Open , Open ,&Open::stop_and_open >,
+ // +---------+-------------+---------+---------------------+----------------------+
+ a_row2 < Paused , end_pause , Playing , Paused ,&Paused::resume_playback >,
+ a_row2 < Paused , stop , Stopped , Stopped ,&Stopped::stop_playback >,
+ a_row2 < Paused , open_close , Open , Open ,&Open::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;
+ }
+ };
+ // Pick a back-end
+ 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;
+ }
+
+ void test()
+ {
+ player p;
+ // needed to start the highest-level SM. This will call on_entry and mark the start of the SM
+ p.start();
+ // go to Open, call on_exit on Empty, then action, then on_entry on Open
+ p.process_event(open_close()); pstate(p);
+ p.process_event(open_close()); pstate(p);
+ // will be rejected, wrong disk type
+ p.process_event(
+ cd_detected("louie, louie",DISK_DVD)); pstate(p);
+ p.process_event(
+ cd_detected("louie, louie",DISK_CD)); pstate(p);
+ p.process_event(play());
+
+ // at this point, Play is active
+ p.process_event(pause()); pstate(p);
+ // go back to Playing
+ p.process_event(end_pause()); pstate(p);
+ p.process_event(pause()); pstate(p);
+ p.process_event(stop()); pstate(p);
+ // event leading to the same state
+ // no action method called as it is not present in the transition table
+ p.process_event(stop()); pstate(p);
+ std::cout << "stop fsm" << std::endl;
+ p.stop();
+
+ }
+}
+
+int main()
+{
+ test();
+ return 0;
+}
diff --git a/libs/msm/doc/PDF/examples/SimpleTutorialEuml.cpp b/libs/msm/doc/PDF/examples/SimpleTutorialEuml.cpp
new file mode 100644
index 0000000000..b227258f60
--- /dev/null
+++ b/libs/msm/doc/PDF/examples/SimpleTutorialEuml.cpp
@@ -0,0 +1,187 @@
+// 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 <vector>
+#include <iostream>
+
+#include <boost/msm/back/state_machine.hpp>
+#include <boost/msm/front/euml/euml.hpp>
+
+using namespace std;
+using namespace boost::msm::front::euml;
+namespace msm = boost::msm;
+
+// entry/exit/action/guard logging functors
+#include "logging_functors.h"
+
+namespace // Concrete FSM implementation
+{
+ // events
+ BOOST_MSM_EUML_EVENT(play)
+ BOOST_MSM_EUML_EVENT(end_pause)
+ BOOST_MSM_EUML_EVENT(stop)
+ BOOST_MSM_EUML_EVENT(pause)
+ BOOST_MSM_EUML_EVENT(open_close)
+
+ // A "complicated" event type that carries some data.
+ BOOST_MSM_EUML_DECLARE_ATTRIBUTE(std::string,cd_name)
+ BOOST_MSM_EUML_DECLARE_ATTRIBUTE(DiskTypeEnum,cd_type)
+ BOOST_MSM_EUML_ATTRIBUTES((attributes_ << cd_name << cd_type ), cd_detected_attributes)
+ BOOST_MSM_EUML_EVENT_WITH_ATTRIBUTES(cd_detected,cd_detected_attributes)
+
+ // Concrete FSM implementation
+ // The list of FSM states
+ // state not needing any entry or exit
+ BOOST_MSM_EUML_STATE((),Paused)
+
+ // it is also possible to define a state which you can implement normally
+ // just make it a state, as usual, and also a grammar terminal, euml_state
+ struct Empty_impl : public msm::front::state<> , public euml_state<Empty_impl>
+ {
+ // this allows us to add some functions
+ void activate_empty() {std::cout << "switching to Empty " << std::endl;}
+ // standard entry behavior
+ template <class Event,class FSM>
+ void on_entry(Event const& evt,FSM& fsm)
+ {
+ std::cout << "entering: Empty" << std::endl;
+ }
+ template <class Event,class FSM>
+ void on_exit(Event const& evt,FSM& fsm)
+ {
+ std::cout << "leaving: Empty" << std::endl;
+ }
+ };
+ //instance for use in the transition table
+ Empty_impl const Empty;
+
+ // create a functor and a eUML function for the activate_empty method from Entry
+ BOOST_MSM_EUML_METHOD(ActivateEmpty_ , activate_empty , activate_empty_ , void , void )
+
+ // define more states
+ BOOST_MSM_EUML_STATE(( Open_Entry,Open_Exit ),Open)
+ BOOST_MSM_EUML_STATE(( Stopped_Entry,Stopped_Exit ),Stopped)
+ BOOST_MSM_EUML_STATE(( Playing_Entry,Playing_Exit ),Playing)
+
+
+ // guard conditions
+ BOOST_MSM_EUML_ACTION(good_disk_format)
+ {
+ template <class FSM,class EVT,class SourceState,class TargetState>
+ bool operator()(EVT const& evt,FSM&,SourceState& ,TargetState& )
+ {
+ // to test a guard condition, let's say we understand only CDs, not DVD
+ if (evt.get_attribute(cd_type)!=DISK_CD)
+ {
+ std::cout << "wrong disk, sorry" << std::endl;
+ // just for logging, does not block any transition
+ return true;
+ }
+ std::cout << "good disk" << std::endl;
+ return true;
+ }
+ };
+ // it is also possible to use a plain functor, with default-constructor in the transition table
+ struct start_play
+ {
+ template <class FSM,class EVT,class SourceState,class TargetState>
+ void operator()(EVT const& ,FSM&,SourceState& ,TargetState& )
+ {
+ cout << "player::start_play" << endl;
+ }
+ };
+ // replaces the old transition table
+ BOOST_MSM_EUML_TRANSITION_TABLE((
+ Playing == Stopped + play / start_play() ,
+ Playing == Paused + end_pause / resume_playback,
+ // +------------------------------------------------------------------------------+
+ Empty == Open + open_close / (close_drawer,activate_empty_(target_)),
+ // +------------------------------------------------------------------------------+
+ Open == Empty + open_close / open_drawer,
+ Open == Paused + open_close / stop_and_open,
+ Open == Stopped + open_close / open_drawer,
+ Open == Playing + open_close / stop_and_open,
+ // +------------------------------------------------------------------------------+
+ Paused == Playing + pause / pause_playback,
+ // +------------------------------------------------------------------------------+
+ Stopped == Playing + stop / stop_playback,
+ Stopped == Paused + stop / stop_playback,
+ Stopped == Empty + cd_detected [good_disk_format &&
+ (event_(cd_type)==Int_<DISK_CD>())]
+ / (store_cd_info,process_(play)),
+ Stopped == Stopped + stop
+ // +------------------------------------------------------------------------------+
+ ),transition_table)
+
+ // create a state machine "on the fly"
+ BOOST_MSM_EUML_DECLARE_STATE_MACHINE(( transition_table, //STT
+ init_ << Empty, // Init State
+ no_action, // Entry
+ no_action, // Exit
+ attributes_ << no_attributes_, // Attributes
+ configure_ << no_configure_, // configuration
+ Log_No_Transition // no_transition handler
+ ),
+ player_) //fsm name
+
+ // or simply, if no no_transition handler needed:
+ //BOOST_MSM_EUML_DECLARE_STATE_MACHINE(( transition_table, //STT
+ // Empty // Init State
+ // ),player_)
+
+ // choice of back-end
+ typedef msm::back::state_machine<player_> player;
+
+ //
+ // Testing utilities.
+ //
+ static char const* const state_names[] = { "Stopped", "Paused", "Open", "Empty", "Playing" };
+ void pstate(player const& p)
+ {
+ std::cout << " -> " << state_names[p.current_state()[0]] << std::endl;
+ }
+
+ void test()
+ {
+ player p;
+ // needed to start the highest-level SM. This will call on_entry and mark the start of the SM
+ p.start();
+ // note that we write open_close and not open_close(), like usual. Both are possible with eUML, but
+ // you now have less to type.
+ // go to Open, call on_exit on Empty, then action, then on_entry on Open
+ p.process_event(open_close); pstate(p);
+ p.process_event(open_close); pstate(p);
+ // will be rejected, wrong disk type
+ p.process_event(
+ cd_detected("louie, louie",DISK_DVD)); pstate(p);
+ p.process_event(
+ cd_detected("louie, louie",DISK_CD)); pstate(p);
+ // no need to call play as the previous event does it in its action method
+ //p.process_event(play);
+
+ // at this point, Play is active
+ p.process_event(pause); pstate(p);
+ // go back to Playing
+ p.process_event(end_pause); pstate(p);
+ p.process_event(pause); pstate(p);
+ p.process_event(stop); pstate(p);
+ // event leading to the same state
+ // no action method called as none is defined in the transition table
+ p.process_event(stop); pstate(p);
+ // test call to no_transition
+ p.process_event(pause); pstate(p);
+ }
+}
+
+int main()
+{
+ test();
+ return 0;
+}
diff --git a/libs/msm/doc/PDF/examples/SimpleTutorialEuml2.cpp b/libs/msm/doc/PDF/examples/SimpleTutorialEuml2.cpp
new file mode 100644
index 0000000000..2768caea66
--- /dev/null
+++ b/libs/msm/doc/PDF/examples/SimpleTutorialEuml2.cpp
@@ -0,0 +1,149 @@
+// 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 <vector>
+#include <iostream>
+
+#include <boost/msm/back/state_machine.hpp>
+#include <boost/msm/front/euml/euml.hpp>
+
+using namespace std;
+using namespace boost::msm::front::euml;
+namespace msm = boost::msm;
+
+// entry/exit/action/guard logging functors
+#include "logging_functors.h"
+
+namespace // Concrete FSM implementation
+{
+ // events
+ // note that unlike the SimpleTutorial, events must derive from euml_event.
+ BOOST_MSM_EUML_EVENT(play)
+ BOOST_MSM_EUML_EVENT(end_pause)
+ BOOST_MSM_EUML_EVENT(stop)
+ BOOST_MSM_EUML_EVENT(pause)
+ BOOST_MSM_EUML_EVENT(open_close)
+
+ // A "complicated" event type that carries some data.
+ BOOST_MSM_EUML_DECLARE_ATTRIBUTE(std::string,cd_name)
+ BOOST_MSM_EUML_DECLARE_ATTRIBUTE(DiskTypeEnum,cd_type)
+ BOOST_MSM_EUML_ATTRIBUTES((attributes_ << cd_name << cd_type ), cd_detected_attributes)
+ BOOST_MSM_EUML_EVENT_WITH_ATTRIBUTES(cd_detected,cd_detected_attributes)
+
+ // Concrete FSM implementation
+
+ // The list of FSM states
+
+ // state not needing any entry or exit
+ BOOST_MSM_EUML_STATE((),Paused)
+ BOOST_MSM_EUML_STATE(( Empty_Entry,Empty_Exit ),Empty)
+ BOOST_MSM_EUML_STATE(( Open_Entry,Open_Exit ),Open)
+ BOOST_MSM_EUML_STATE(( Stopped_Entry,Stopped_Exit ),Stopped)
+ BOOST_MSM_EUML_STATE(( Playing_Entry,Playing_Exit ),Playing)
+
+ // guard conditions
+ BOOST_MSM_EUML_ACTION(good_disk_format)
+ {
+ template <class FSM,class EVT,class SourceState,class TargetState>
+ bool operator()(EVT const& evt,FSM&,SourceState& ,TargetState& )
+ {
+ // to test a guard condition, let's say we understand only CDs, not DVD
+ if (evt.get_attribute(cd_type)!=DISK_CD)
+ {
+ std::cout << "wrong disk, sorry" << std::endl;
+ // just for logging, does not block any transition
+ return true;
+ }
+ std::cout << "good disk" << std::endl;
+ return true;
+ }
+ };
+ // replaces the old transition table
+ BOOST_MSM_EUML_TRANSITION_TABLE((
+ Stopped + play / 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 &&(event_(cd_type)==Int_<DISK_CD>())]
+ / (store_cd_info,process_(play)) == Stopped ,
+ // +------------------------------------------------------------------------------+
+ Playing + stop / stop_playback == Stopped ,
+ Playing + pause / pause_playback == Paused ,
+ Playing + open_close / stop_and_open == Open ,
+ // +------------------------------------------------------------------------------+
+ Paused + end_pause / resume_playback == Playing ,
+ Paused + stop / stop_playback == Stopped ,
+ Paused + open_close / stop_and_open == Open
+ // +------------------------------------------------------------------------------+
+ ),transition_table)
+
+ // create a state machine "on the fly"
+ BOOST_MSM_EUML_DECLARE_STATE_MACHINE(( transition_table, //STT
+ init_ << Empty, // Init State
+ no_action, // Entry
+ no_action, // Exit
+ attributes_ << no_attributes_, // Attributes
+ configure_ << no_configure_, // configuration
+ Log_No_Transition // no_transition handler
+ ),
+ player_) //fsm name
+
+ // choice of back-end
+ 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;
+ }
+
+ void test()
+ {
+ player p;
+ // needed to start the highest-level SM. This will call on_entry and mark the start of the SM
+ p.start();
+ // go to Open, call on_exit on Empty, then action, then on_entry on Open
+ p.process_event(open_close); pstate(p);
+ p.process_event(open_close); pstate(p);
+ // will be rejected, wrong disk type
+ p.process_event(
+ cd_detected("louie, louie",DISK_DVD)); pstate(p);
+ p.process_event(
+ cd_detected("louie, louie",DISK_CD)); pstate(p);
+ // no need to call play as the previous event does it in its action method
+ //p.process_event(play);
+
+ // at this point, Play is active
+ p.process_event(pause); pstate(p);
+ // go back to Playing
+ p.process_event(end_pause); pstate(p);
+ p.process_event(pause); pstate(p);
+ p.process_event(stop); pstate(p);
+ // event leading to the same state
+ // no action method called as none is defined in the transition table
+ p.process_event(stop); pstate(p);
+ // test call to no_transition
+ p.process_event(pause); pstate(p);
+ }
+}
+
+int main()
+{
+ test();
+ return 0;
+}
+
diff --git a/libs/msm/doc/PDF/examples/SimpleTutorialInternal.cpp b/libs/msm/doc/PDF/examples/SimpleTutorialInternal.cpp
new file mode 100644
index 0000000000..49b71df3d4
--- /dev/null
+++ b/libs/msm/doc/PDF/examples/SimpleTutorialInternal.cpp
@@ -0,0 +1,226 @@
+// 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 <iostream>
+// back-end
+#include <boost/msm/back/state_machine.hpp>
+//front-end
+#include <boost/msm/front/state_machine_def.hpp>
+#include <boost/msm/front/functor_row.hpp>
+
+namespace msm = boost::msm;
+namespace mpl = boost::mpl;
+using namespace msm::front;
+
+namespace
+{
+ // events
+ struct play {};
+ struct end_pause {};
+ struct stop {};
+ struct pause {};
+ struct open_close {};
+ struct to_ignore {};
+
+ // A "complicated" event type that carries some data.
+ enum DiskTypeEnum
+ {
+ DISK_CD=0,
+ DISK_DVD=1
+ };
+ struct cd_detected
+ {
+ cd_detected(std::string name, DiskTypeEnum diskType)
+ : name(name),
+ disc_type(diskType)
+ {}
+
+ std::string name;
+ DiskTypeEnum disc_type;
+ };
+
+ // front-end: define the FSM structure
+ struct player_ : public msm::front::state_machine_def<player_>
+ {
+ // The list of FSM states
+ struct Empty : public msm::front::state<>
+ {
+ // every (optional) entry/exit methods get the event passed.
+ 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;}
+ };
+
+ // sm_ptr still supported but deprecated as functors are a much better way to do the same thing
+ struct Stopped : public msm::front::state<msm::front::default_base_state,msm::front::sm_ptr>
+ {
+ 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;}
+ void set_sm_ptr(player_* pl)
+ {
+ m_player=pl;
+ }
+ player_* m_player;
+ };
+
+ struct Playing : public msm::front::state<>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "entering: Playing" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "leaving: Playing" << std::endl;}
+ };
+
+ // state not defining any entry or exit
+ struct Paused : public msm::front::state<>
+ {
+ };
+
+ // the initial state of the player SM. Must be defined
+ typedef Empty initial_state;
+
+ // transition actions
+ void start_playback(play const&) { std::cout << "player::start_playback\n"; }
+ void open_drawer(open_close const&) { std::cout << "player::open_drawer\n"; }
+ void close_drawer(open_close const&) { std::cout << "player::close_drawer\n"; }
+ void store_cd_info(cd_detected const&) { std::cout << "player::store_cd_info\n"; }
+ void stop_playback(stop const&) { std::cout << "player::stop_playback\n"; }
+ void pause_playback(pause const&) { std::cout << "player::pause_playback\n"; }
+ void resume_playback(end_pause const&) { std::cout << "player::resume_playback\n"; }
+ void stop_and_open(open_close const&) { std::cout << "player::stop_and_open\n"; }
+ void stopped_again(stop const&) {std::cout << "player::stopped_again\n";}
+ // guard conditions
+ bool good_disk_format(cd_detected const& evt)
+ {
+ // to test a guard condition, let's say we understand only CDs, not DVD
+ if (evt.disc_type != DISK_CD)
+ {
+ std::cout << "wrong disk, sorry" << std::endl;
+ return false;
+ }
+ return true;
+ }
+ // transitions internal to Empty
+ void internal_action(cd_detected const&){ std::cout << "Empty::internal action\n"; }
+ bool internal_guard(cd_detected const&)
+ {
+ std::cout << "Empty::internal guard\n";
+ return false;
+ }
+ struct internal_guard_fct
+ {
+ template <class EVT,class FSM,class SourceState,class TargetState>
+ bool operator()(EVT const& evt ,FSM&,SourceState& ,TargetState& )
+ {
+ std::cout << "Empty::internal guard functor\n";
+ return false;
+ }
+ };
+ struct internal_action_fct
+ {
+ template <class EVT,class FSM,class SourceState,class TargetState>
+ void operator()(EVT const& ,FSM& ,SourceState& ,TargetState& )
+ {
+ std::cout << "Empty::internal action functor" << std::endl;
+ }
+ };
+
+ 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 >,
+ _row < Stopped , stop , Stopped >,
+ // +---------+-------------+---------+---------------------+----------------------+
+ a_row < Open , open_close , Empty , &p::close_drawer >,
+ // +---------+-------------+---------+---------------------+----------------------+
+ a_row < Empty , open_close , Open , &p::open_drawer >,
+ row < Empty , cd_detected , Stopped , &p::store_cd_info ,&p::good_disk_format >,
+ irow < Empty , cd_detected , &p::internal_action ,&p::internal_guard >,
+ _irow < Empty , to_ignore >,
+ g_irow < Empty , cd_detected ,&p::internal_guard >,
+ Row < Empty , cd_detected , none , internal_action_fct ,internal_guard_fct >,
+ // +---------+-------------+---------+---------------------+----------------------+
+ 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;
+ }
+ };
+ // Pick a back-end
+ 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;
+ }
+
+ void test()
+ {
+ player p;
+ // needed to start the highest-level SM. This will call on_entry and mark the start of the SM
+ p.start();
+ // this event will be ignored and not call no_transition
+ p.process_event(to_ignore());
+ // go to Open, call on_exit on Empty, then action, then on_entry on Open
+ p.process_event(open_close()); pstate(p);
+ p.process_event(open_close()); pstate(p);
+ // will be rejected, wrong disk type
+ p.process_event(
+ cd_detected("louie, louie",DISK_DVD)); pstate(p);
+ p.process_event(
+ cd_detected("louie, louie",DISK_CD)); pstate(p);
+ p.process_event(play());
+
+ // at this point, Play is active
+ p.process_event(pause()); pstate(p);
+ // go back to Playing
+ p.process_event(end_pause()); pstate(p);
+ p.process_event(pause()); pstate(p);
+ p.process_event(stop()); pstate(p);
+ // event leading to the same state
+ // no action method called as it is not present in the transition table
+ p.process_event(stop()); pstate(p);
+ }
+}
+
+int main()
+{
+ test();
+ return 0;
+}
diff --git a/libs/msm/doc/PDF/examples/SimpleTutorialInternal2.cpp b/libs/msm/doc/PDF/examples/SimpleTutorialInternal2.cpp
new file mode 100644
index 0000000000..f123fdba92
--- /dev/null
+++ b/libs/msm/doc/PDF/examples/SimpleTutorialInternal2.cpp
@@ -0,0 +1,231 @@
+// 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 <iostream>
+// back-end
+#include <boost/msm/back/state_machine.hpp>
+//front-end
+#include <boost/msm/front/state_machine_def.hpp>
+#include <boost/msm/front/functor_row.hpp>
+
+namespace msm = boost::msm;
+using namespace msm::front;
+
+namespace
+{
+ // events
+ struct play {};
+ struct end_pause {};
+ struct stop {};
+ struct pause {};
+ struct open_close {};
+
+ // A "complicated" event type that carries some data.
+ enum DiskTypeEnum
+ {
+ DISK_CD=0,
+ DISK_DVD=1
+ };
+ struct cd_detected
+ {
+ cd_detected(std::string name, DiskTypeEnum diskType)
+ : name(name),
+ disc_type(diskType)
+ {}
+
+ std::string name;
+ DiskTypeEnum disc_type;
+ };
+
+ // front-end: define the FSM structure
+ struct player_ : public msm::front::state_machine_def<player_>
+ {
+ // actions for Empty's internal transitions
+ void internal_action(cd_detected const&){ std::cout << "Empty::internal action\n"; }
+ bool internal_guard(cd_detected const&)
+ {
+ std::cout << "Empty::internal guard\n";
+ return false;
+ }
+ struct internal_guard_fct
+ {
+ template <class EVT,class FSM,class SourceState,class TargetState>
+ bool operator()(EVT const& evt ,FSM&,SourceState& ,TargetState& )
+ {
+ std::cout << "Empty::internal guard functor\n";
+ return false;
+ }
+ };
+ struct internal_action_fct
+ {
+ template <class EVT,class FSM,class SourceState,class TargetState>
+ void operator()(EVT const& ,FSM& ,SourceState& ,TargetState& )
+ {
+ std::cout << "Empty::internal action functor" << std::endl;
+ }
+ };
+
+ // The list of FSM states
+ struct Empty : public msm::front::state<>
+ {
+ // every (optional) entry/exit methods get the event passed.
+ 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;}
+
+ // Transition table for Empty
+ struct internal_transition_table : mpl::vector<
+ // Start Event Next Action Guard
+ Internal < cd_detected , internal_action_fct ,internal_guard_fct >
+ // +---------+-------------+---------+---------------------+----------------------+
+ > {};
+ };
+ 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;}
+ };
+
+ // sm_ptr still supported but deprecated as functors are a much better way to do the same thing
+ struct Stopped : public msm::front::state<msm::front::default_base_state,msm::front::sm_ptr>
+ {
+ 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;}
+ void set_sm_ptr(player_* pl)
+ {
+ m_player=pl;
+ }
+ player_* m_player;
+ };
+
+ struct Playing : public msm::front::state<>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "entering: Playing" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "leaving: Playing" << std::endl;}
+ };
+
+ // state not defining any entry or exit
+ struct Paused : public msm::front::state<>
+ {
+ };
+
+ // the initial state of the player SM. Must be defined
+ typedef Empty initial_state;
+
+ // transition actions
+ void start_playback(play const&) { std::cout << "player::start_playback\n"; }
+ void open_drawer(open_close const&) { std::cout << "player::open_drawer\n"; }
+ void close_drawer(open_close const&) { std::cout << "player::close_drawer\n"; }
+ void store_cd_info(cd_detected const&) { std::cout << "player::store_cd_info\n"; }
+ void stop_playback(stop const&) { std::cout << "player::stop_playback\n"; }
+ void pause_playback(pause const&) { std::cout << "player::pause_playback\n"; }
+ void resume_playback(end_pause const&) { std::cout << "player::resume_playback\n"; }
+ void stop_and_open(open_close const&) { std::cout << "player::stop_and_open\n"; }
+ void stopped_again(stop const&) {std::cout << "player::stopped_again\n";}
+ // guard conditions
+ bool good_disk_format(cd_detected const& evt)
+ {
+ // to test a guard condition, let's say we understand only CDs, not DVD
+ if (evt.disc_type != DISK_CD)
+ {
+ std::cout << "wrong disk, sorry" << std::endl;
+ return false;
+ }
+ return true;
+ }
+
+ 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 >,
+ _row < Stopped , stop , Stopped >,
+ // +---------+-------------+---------+---------------------+----------------------+
+ a_row < Open , open_close , Empty , &p::close_drawer >,
+ // +---------+-------------+---------+---------------------+----------------------+
+ a_row < Empty , open_close , Open , &p::open_drawer >,
+ // conflict between a normal and 2 internal transitions (irow/g_irow)
+ row < Empty , cd_detected , Stopped , &p::store_cd_info ,&p::good_disk_format >,
+ irow < Empty , cd_detected , &p::internal_action ,&p::internal_guard >,
+ g_irow < Empty , cd_detected ,&p::internal_guard >,
+ // +---------+-------------+---------+---------------------+----------------------+
+ 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 int no_message_queue;
+
+ };
+ // Pick a back-end
+ 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;
+ }
+
+ void test()
+ {
+ player p;
+ // needed to start the highest-level SM. This will call on_entry and mark the start of the SM
+ p.start();
+ // go to Open, call on_exit on Empty, then action, then on_entry on Open
+ p.process_event(open_close()); pstate(p);
+ p.process_event(open_close()); pstate(p);
+ // will be rejected, wrong disk type
+ p.process_event(
+ cd_detected("louie, louie",DISK_DVD)); pstate(p);
+ p.process_event(
+ cd_detected("louie, louie",DISK_CD)); pstate(p);
+ p.process_event(play());
+
+ // at this point, Play is active
+ p.process_event(pause()); pstate(p);
+ // go back to Playing
+ p.process_event(end_pause()); pstate(p);
+ p.process_event(pause()); pstate(p);
+ p.process_event(stop()); pstate(p);
+ // event leading to the same state
+ // no action method called as it is not present in the transition table
+ p.process_event(stop()); pstate(p);
+ }
+}
+
+int main()
+{
+ test();
+ return 0;
+}
diff --git a/libs/msm/doc/PDF/examples/SimpleTutorialInternalFunctors.cpp b/libs/msm/doc/PDF/examples/SimpleTutorialInternalFunctors.cpp
new file mode 100644
index 0000000000..77f08da69c
--- /dev/null
+++ b/libs/msm/doc/PDF/examples/SimpleTutorialInternalFunctors.cpp
@@ -0,0 +1,325 @@
+// 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 <iostream>
+// back-end
+#include <boost/msm/back/state_machine.hpp>
+//front-end
+#include <boost/msm/front/state_machine_def.hpp>
+#include <boost/msm/front/functor_row.hpp>
+#include <boost/msm/front/euml/common.hpp>
+// for And_ operator
+#include <boost/msm/front/euml/operator.hpp>
+
+using namespace std;
+namespace msm = boost::msm;
+using namespace msm::front;
+namespace mpl = boost::mpl;
+// for And_ operator
+using namespace msm::front::euml;
+
+namespace
+{
+ // events
+ struct play {};
+ struct end_pause {};
+ struct stop {};
+ struct pause {};
+ struct open_close {};
+
+ // A "complicated" event type that carries some data.
+ enum DiskTypeEnum
+ {
+ DISK_CD=0,
+ DISK_DVD=1
+ };
+ struct cd_detected
+ {
+ cd_detected(std::string name, DiskTypeEnum diskType)
+ : name(name),
+ disc_type(diskType)
+ {}
+
+ std::string name;
+ DiskTypeEnum disc_type;
+ };
+
+ // front-end: define the FSM structure
+ struct player_ : public msm::front::state_machine_def<player_>
+ {
+ // The list of FSM states
+ struct Empty : public msm::front::state<>
+ {
+ // every (optional) entry/exit methods get the event passed.
+ 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 internal_guard_fct
+ {
+ template <class EVT,class FSM,class SourceState,class TargetState>
+ bool operator()(EVT const& evt ,FSM&,SourceState& ,TargetState& )
+ {
+ std::cout << "Empty::internal_transition_table guard\n";
+ return false;
+ }
+ };
+ struct internal_action_fct
+ {
+ template <class EVT,class FSM,class SourceState,class TargetState>
+ void operator()(EVT const& ,FSM& ,SourceState& ,TargetState& )
+ {
+ std::cout << "Empty::internal_transition_table action" << std::endl;
+ }
+ };
+ // Transition table for Empty
+ struct internal_transition_table : mpl::vector<
+ // Start Event Next Action Guard
+ Internal < cd_detected , internal_action_fct ,internal_guard_fct >
+ // +---------+-------------+---------+---------------------+----------------------+
+ > {};
+ };
+ 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<>
+ {
+ 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<>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "entering: Playing" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "leaving: Playing" << std::endl;}
+ };
+
+ // state not defining any entry or exit
+ struct Paused : public msm::front::state<>
+ {
+ };
+
+ // the initial state of the player SM. Must be defined
+ typedef Empty initial_state;
+
+ // transition actions
+ // as the functors are generic on events, fsm and source/target state,
+ // you can reuse them in another machine if you wish
+ struct TestFct
+ {
+ template <class EVT,class FSM,class SourceState,class TargetState>
+ void operator()(EVT const&, FSM&,SourceState& ,TargetState& )
+ {
+ cout << "transition with event:" << typeid(EVT).name() << endl;
+ }
+ };
+ struct start_playback
+ {
+ template <class EVT,class FSM,class SourceState,class TargetState>
+ void operator()(EVT const& ,FSM& ,SourceState& ,TargetState& )
+ {
+ cout << "player::start_playback" << endl;
+ }
+ };
+ struct open_drawer
+ {
+ template <class EVT,class FSM,class SourceState,class TargetState>
+ void operator()(EVT const& ,FSM& ,SourceState& ,TargetState& )
+ {
+ cout << "player::open_drawer" << endl;
+ }
+ };
+ struct close_drawer
+ {
+ template <class EVT,class FSM,class SourceState,class TargetState>
+ void operator()(EVT const& ,FSM& ,SourceState& ,TargetState& )
+ {
+ cout << "player::close_drawer" << endl;
+ }
+ };
+ struct store_cd_info
+ {
+ template <class EVT,class FSM,class SourceState,class TargetState>
+ void operator()(EVT const&,FSM& fsm ,SourceState& ,TargetState& )
+ {
+ cout << "player::store_cd_info" << endl;
+ fsm.process_event(play());
+ }
+ };
+ struct stop_playback
+ {
+ template <class EVT,class FSM,class SourceState,class TargetState>
+ void operator()(EVT const& ,FSM& ,SourceState& ,TargetState& )
+ {
+ cout << "player::stop_playback" << endl;
+ }
+ };
+ struct pause_playback
+ {
+ template <class EVT,class FSM,class SourceState,class TargetState>
+ void operator()(EVT const& ,FSM& ,SourceState& ,TargetState& )
+ {
+ cout << "player::pause_playback" << endl;
+ }
+ };
+ struct resume_playback
+ {
+ template <class EVT,class FSM,class SourceState,class TargetState>
+ void operator()(EVT const& ,FSM& ,SourceState& ,TargetState& )
+ {
+ cout << "player::resume_playback" << endl;
+ }
+ };
+ struct stop_and_open
+ {
+ template <class EVT,class FSM,class SourceState,class TargetState>
+ void operator()(EVT const& ,FSM& ,SourceState& ,TargetState& )
+ {
+ cout << "player::stop_and_open" << endl;
+ }
+ };
+ struct stopped_again
+ {
+ template <class EVT,class FSM,class SourceState,class TargetState>
+ void operator()(EVT const& ,FSM& ,SourceState& ,TargetState& )
+ {
+ cout << "player::stopped_again" << endl;
+ }
+ };
+ // guard conditions
+ struct DummyGuard
+ {
+ template <class EVT,class FSM,class SourceState,class TargetState>
+ bool operator()(EVT const& evt,FSM& fsm,SourceState& src,TargetState& tgt)
+ {
+ return true;
+ }
+ };
+ struct good_disk_format
+ {
+ template <class EVT,class FSM,class SourceState,class TargetState>
+ bool operator()(EVT const& evt ,FSM&,SourceState& ,TargetState& )
+ {
+ // to test a guard condition, let's say we understand only CDs, not DVD
+ if (evt.disc_type != DISK_CD)
+ {
+ std::cout << "wrong disk, sorry" << std::endl;
+ return false;
+ }
+ return true;
+ }
+ };
+ struct always_true
+ {
+ template <class EVT,class FSM,class SourceState,class TargetState>
+ bool operator()(EVT const& evt ,FSM&,SourceState& ,TargetState& )
+ {
+ return true;
+ }
+ };
+ struct internal_guard
+ {
+ template <class EVT,class FSM,class SourceState,class TargetState>
+ bool operator()(EVT const& evt ,FSM&,SourceState& ,TargetState& )
+ {
+ std::cout << "Empty::internal guard\n";
+ return false;
+ }
+ };
+ // Transition table for player
+ struct transition_table : mpl::vector<
+ // Start Event Next Action Guard
+ // +---------+-------------+---------+---------------------------+----------------------+
+ Row < Stopped , play , Playing , ActionSequence_
+ <mpl::vector<
+ TestFct,start_playback> >
+ , DummyGuard >,
+ Row < Stopped , open_close , Open , open_drawer , none >,
+ Row < Stopped , stop , Stopped , none , none >,
+ // +---------+-------------+---------+---------------------------+----------------------+
+ Row < Open , open_close , Empty , close_drawer , none >,
+ // +---------+-------------+---------+---------------------------+----------------------+
+ Row < Empty , open_close , Open , open_drawer , none >,
+ Row < Empty , cd_detected , Stopped , store_cd_info , And_<good_disk_format,
+ always_true> >,
+ // internal transition inside the stt: none as Target
+ Row < Empty , cd_detected , none , none , internal_guard >,
+ // +---------+-------------+---------+---------------------------+----------------------+
+ Row < Playing , stop , Stopped , stop_playback , none >,
+ Row < Playing , pause , Paused , pause_playback , none >,
+ Row < Playing , open_close , Open , stop_and_open , none >,
+ // +---------+-------------+---------+---------------------------+----------------------+
+ Row < Paused , end_pause , Playing , resume_playback , none >,
+ Row < Paused , stop , Stopped , stop_playback , none >,
+ Row < Paused , open_close , Open , stop_and_open , none >
+ // +---------+-------------+---------+---------------------------+----------------------+
+ > {};
+ // 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;
+ }
+ };
+ // Pick a back-end
+ 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;
+ }
+
+ void test()
+ {
+ player p;
+ // needed to start the highest-level SM. This will call on_entry and mark the start of the SM
+ p.start();
+ // go to Open, call on_exit on Empty, then action, then on_entry on Open
+ p.process_event(open_close()); pstate(p);
+ p.process_event(open_close()); pstate(p);
+ // will be rejected, wrong disk type
+ p.process_event(
+ cd_detected("louie, louie",DISK_DVD)); pstate(p);
+ p.process_event(
+ cd_detected("louie, louie",DISK_CD)); pstate(p);
+ // no need to call play() as the previous transition does it in its action method
+ //p.process_event(play());
+
+ // at this point, Play is active
+ p.process_event(pause()); pstate(p);
+ // go back to Playing
+ p.process_event(end_pause()); pstate(p);
+ p.process_event(pause()); pstate(p);
+ p.process_event(stop()); pstate(p);
+ // event leading to the same state
+ // no action method called as it is not present in the transition table
+ p.process_event(stop()); pstate(p);
+ }
+}
+
+int main()
+{
+ test();
+ return 0;
+}
diff --git a/libs/msm/doc/PDF/examples/SimpleTutorialWithEumlTable.cpp b/libs/msm/doc/PDF/examples/SimpleTutorialWithEumlTable.cpp
new file mode 100644
index 0000000000..e67b1aba3f
--- /dev/null
+++ b/libs/msm/doc/PDF/examples/SimpleTutorialWithEumlTable.cpp
@@ -0,0 +1,158 @@
+#include <iostream>
+// back-end
+#include <boost/msm/back/state_machine.hpp>
+//front-end
+#include <boost/msm/front/state_machine_def.hpp>
+#include <boost/msm/front/euml/euml.hpp>
+
+namespace msm = boost::msm;
+namespace mpl = boost::mpl;
+using namespace std;
+
+// entry/exit/action/guard logging functors
+#include "logging_functors.h"
+
+namespace
+{
+ // events
+ struct play_impl : msm::front::euml::euml_event<play_impl> {};
+ struct end_pause_impl : msm::front::euml::euml_event<end_pause_impl>{};
+ struct stop_impl : msm::front::euml::euml_event<stop_impl>{};
+ struct pause_impl : msm::front::euml::euml_event<pause_impl>{};
+ struct open_close_impl : msm::front::euml::euml_event<open_close_impl>{};
+ struct cd_detected_impl : msm::front::euml::euml_event<cd_detected_impl>{};
+
+ // define some dummy instances for use in the transition table
+ // it is also possible to default-construct them instead:
+ // struct play {};
+ // inside the table: play()
+ play_impl play;
+ end_pause_impl end_pause;
+ stop_impl stop;
+ pause_impl pause;
+ open_close_impl open_close;
+ cd_detected_impl cd_detected;
+
+ // The list of FSM states
+ // they have to be declared outside of the front-end only to make VC happy :(
+ // note: gcc would have no problem
+ struct Empty_impl : public msm::front::state<> , public msm::front::euml::euml_state<Empty_impl>
+ {
+ // every (optional) entry/exit methods get the event passed.
+ 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_impl : public msm::front::state<> , public msm::front::euml::euml_state<Open_impl>
+ {
+ 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_impl : public msm::front::state<> , public msm::front::euml::euml_state<Stopped_impl>
+ {
+ 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_impl : public msm::front::state<> , public msm::front::euml::euml_state<Playing_impl>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "entering: Playing" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "leaving: Playing" << std::endl;}
+ };
+
+ // state not defining any entry or exit
+ struct Paused_impl : public msm::front::state<> , public msm::front::euml::euml_state<Paused_impl>
+ {
+ };
+ //to make the transition table more readable
+ Empty_impl const Empty;
+ Open_impl const Open;
+ Stopped_impl const Stopped;
+ Playing_impl const Playing;
+ Paused_impl const Paused;
+
+ // front-end: define the FSM structure
+ struct player_ : public msm::front::state_machine_def<player_>
+ {
+
+ // the initial state of the player SM. Must be defined
+ typedef Empty_impl initial_state;
+
+ // Transition table for player
+ // replaces the old transition table
+ BOOST_MSM_EUML_DECLARE_TRANSITION_TABLE((
+ Stopped + play / 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 /(store_cd_info,
+ msm::front::euml::process_(play)) == Stopped ,
+ // +------------------------------------------------------------------------------+
+ Playing + stop / stop_playback == Stopped ,
+ Playing + pause / pause_playback == Paused ,
+ Playing + open_close / stop_and_open == Open ,
+ // +------------------------------------------------------------------------------+
+ Paused + end_pause / resume_playback == Playing ,
+ Paused + stop / stop_playback == Stopped ,
+ Paused + open_close / stop_and_open == Open
+ // +------------------------------------------------------------------------------+
+ ),transition_table)
+
+ // 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;
+ }
+ };
+ // Pick a back-end
+ 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;
+ }
+
+ void test()
+ {
+ player p;
+ // needed to start the highest-level SM. This will call on_entry and mark the start of the SM
+ p.start();
+ // go to Open, call on_exit on Empty, then action, then on_entry on Open
+ p.process_event(open_close); pstate(p);
+ p.process_event(open_close); pstate(p);
+ p.process_event(cd_detected); pstate(p);
+
+ // at this point, Play is active
+ p.process_event(pause); pstate(p);
+ // go back to Playing
+ p.process_event(end_pause); pstate(p);
+ p.process_event(pause); pstate(p);
+ p.process_event(stop); pstate(p);
+ // event leading to the same state
+ // no action method called as it is not present in the transition table
+ p.process_event(stop); pstate(p);
+ }
+}
+
+int main()
+{
+ test();
+ return 0;
+}
diff --git a/libs/msm/doc/PDF/examples/SimpleWithFunctors.cpp b/libs/msm/doc/PDF/examples/SimpleWithFunctors.cpp
new file mode 100644
index 0000000000..fa86f19030
--- /dev/null
+++ b/libs/msm/doc/PDF/examples/SimpleWithFunctors.cpp
@@ -0,0 +1,318 @@
+// 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 <vector>
+#include <iostream>
+// back-end
+#include <boost/msm/back/state_machine.hpp>
+//front-end
+#include <boost/msm/front/state_machine_def.hpp>
+// functors
+#include <boost/msm/front/functor_row.hpp>
+#include <boost/msm/front/euml/common.hpp>
+// for And_ operator
+#include <boost/msm/front/euml/operator.hpp>
+
+using namespace std;
+namespace msm = boost::msm;
+namespace mpl = boost::mpl;
+using namespace msm::front;
+// for And_ operator
+using namespace msm::front::euml;
+
+namespace // Concrete FSM implementation
+{
+ // events
+ struct play {};
+ struct end_pause {};
+ struct stop {};
+ struct pause {};
+ struct open_close {};
+
+ // A "complicated" event type that carries some data.
+ enum DiskTypeEnum
+ {
+ DISK_CD=0,
+ DISK_DVD=1
+ };
+ struct cd_detected
+ {
+ cd_detected(std::string name, DiskTypeEnum diskType)
+ : name(name),
+ disc_type(diskType)
+ {}
+
+ std::string name;
+ DiskTypeEnum disc_type;
+ };
+
+ // front-end: define the FSM structure
+ struct player_ : public msm::front::state_machine_def<player_>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const& ,FSM&)
+ {
+ std::cout << "entering: Player" << std::endl;
+ }
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& )
+ {
+ std::cout << "leaving: Player" << std::endl;
+ }
+
+ // The list of FSM states
+ struct Empty : public msm::front::state<>
+ {
+ // every (optional) entry/exit methods get the event passed.
+ 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<>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "entering: Playing" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "leaving: Playing" << std::endl;}
+ };
+
+ // state not defining any entry or exit
+ struct Paused : public msm::front::state<>
+ {
+ };
+
+ // the initial state of the player SM. Must be defined
+ typedef Empty initial_state;
+
+ // transition actions
+ // as the functors are generic on events, fsm and source/target state,
+ // you can reuse them in another machine if you wish
+ struct TestFct
+ {
+ template <class EVT,class FSM,class SourceState,class TargetState>
+ void operator()(EVT const&, FSM&,SourceState& ,TargetState& )
+ {
+ cout << "transition with event:" << typeid(EVT).name() << endl;
+ }
+ };
+ struct start_playback
+ {
+ template <class EVT,class FSM,class SourceState,class TargetState>
+ void operator()(EVT const& ,FSM& ,SourceState& ,TargetState& )
+ {
+ cout << "player::start_playback" << endl;
+ }
+ };
+ struct open_drawer
+ {
+ template <class EVT,class FSM,class SourceState,class TargetState>
+ void operator()(EVT const& ,FSM& ,SourceState& ,TargetState& )
+ {
+ cout << "player::open_drawer" << endl;
+ }
+ };
+ struct close_drawer
+ {
+ template <class EVT,class FSM,class SourceState,class TargetState>
+ void operator()(EVT const& ,FSM& ,SourceState& ,TargetState& )
+ {
+ cout << "player::close_drawer" << endl;
+ }
+ };
+ struct store_cd_info
+ {
+ template <class EVT,class FSM,class SourceState,class TargetState>
+ void operator()(EVT const&,FSM& fsm ,SourceState& ,TargetState& )
+ {
+ cout << "player::store_cd_info" << endl;
+ fsm.process_event(play());
+ }
+ };
+ struct stop_playback
+ {
+ template <class EVT,class FSM,class SourceState,class TargetState>
+ void operator()(EVT const& ,FSM& ,SourceState& ,TargetState& )
+ {
+ cout << "player::stop_playback" << endl;
+ }
+ };
+ struct pause_playback
+ {
+ template <class EVT,class FSM,class SourceState,class TargetState>
+ void operator()(EVT const& ,FSM& ,SourceState& ,TargetState& )
+ {
+ cout << "player::pause_playback" << endl;
+ }
+ };
+ struct resume_playback
+ {
+ template <class EVT,class FSM,class SourceState,class TargetState>
+ void operator()(EVT const& ,FSM& ,SourceState& ,TargetState& )
+ {
+ cout << "player::resume_playback" << endl;
+ }
+ };
+ struct stop_and_open
+ {
+ template <class EVT,class FSM,class SourceState,class TargetState>
+ void operator()(EVT const& ,FSM& ,SourceState& ,TargetState& )
+ {
+ cout << "player::stop_and_open" << endl;
+ }
+ };
+ struct stopped_again
+ {
+ template <class EVT,class FSM,class SourceState,class TargetState>
+ void operator()(EVT const& ,FSM& ,SourceState& ,TargetState& )
+ {
+ cout << "player::stopped_again" << endl;
+ }
+ };
+ // guard conditions
+ struct DummyGuard
+ {
+ template <class EVT,class FSM,class SourceState,class TargetState>
+ bool operator()(EVT const& evt,FSM& fsm,SourceState& src,TargetState& tgt)
+ {
+ return true;
+ }
+ };
+ struct good_disk_format
+ {
+ template <class EVT,class FSM,class SourceState,class TargetState>
+ bool operator()(EVT const& evt ,FSM&,SourceState& ,TargetState& )
+ {
+ // to test a guard condition, let's say we understand only CDs, not DVD
+ if (evt.disc_type != DISK_CD)
+ {
+ std::cout << "wrong disk, sorry" << std::endl;
+ return false;
+ }
+ return true;
+ }
+ };
+ struct always_true
+ {
+ template <class EVT,class FSM,class SourceState,class TargetState>
+ bool operator()(EVT const& evt ,FSM&,SourceState& ,TargetState& )
+ {
+ return true;
+ }
+ };
+ // we want to define one row with the classic look.
+ bool auto_start(cd_detected const& evt)
+ {
+ return false;
+ }
+
+ typedef player_ p; // makes transition table cleaner
+
+ // Transition table for player
+ struct transition_table : mpl::vector<
+ // Start Event Next Action Guard
+ // +---------+-------------+---------+---------------------------+----------------------+
+ Row < Stopped , play , Playing , ActionSequence_
+ <mpl::vector<
+ TestFct,start_playback> >
+ , DummyGuard >,
+ Row < Stopped , open_close , Open , open_drawer , none >,
+ Row < Stopped , stop , Stopped , none , none >,
+ // +---------+-------------+---------+---------------------------+----------------------+
+ Row < Open , open_close , Empty , close_drawer , none >,
+ // +---------+-------------+---------+---------------------------+----------------------+
+ Row < Empty , open_close , Open , open_drawer , none >,
+ Row < Empty , cd_detected , Stopped , store_cd_info , And_<good_disk_format,
+ always_true> >,
+ // we here also mix with some "classical row"
+ g_row < Empty , cd_detected , Playing , &p::auto_start >,
+ // +---------+-------------+---------+---------------------------+----------------------+
+ Row < Playing , stop , Stopped , stop_playback , none >,
+ Row < Playing , pause , Paused , pause_playback , none >,
+ Row < Playing , open_close , Open , stop_and_open , none >,
+ // +---------+-------------+---------+---------------------------+----------------------+
+ Row < Paused , end_pause , Playing , resume_playback , none >,
+ Row < Paused , stop , Stopped , stop_playback , none >,
+ Row < Paused , open_close , Open , stop_and_open , none >
+ // +---------+-------------+---------+---------------------------+----------------------+
+ > {};
+ // 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;
+ }
+ };
+ // Pick a back-end
+ 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;
+ }
+
+ void test()
+ {
+ player p;
+ // needed to start the highest-level SM. This will call on_entry and mark the start of the SM
+ p.start();
+ // go to Open, call on_exit on Empty, then action, then on_entry on Open
+ p.process_event(open_close()); pstate(p);
+ p.process_event(open_close()); pstate(p);
+ // will be rejected, wrong disk type
+ p.process_event(
+ cd_detected("louie, louie",DISK_DVD)); pstate(p);
+ p.process_event(
+ cd_detected("louie, louie",DISK_CD)); pstate(p);
+ // no need to call play() as the previous event does it in its action method
+ //p.process_event(play());
+
+ // at this point, Play is active
+ p.process_event(pause()); pstate(p);
+ // go back to Playing
+ p.process_event(end_pause()); pstate(p);
+ p.process_event(pause()); pstate(p);
+ p.process_event(stop()); pstate(p);
+ // event leading to the same state
+ // no action method called as it is not present in the transition table
+ p.process_event(stop()); pstate(p);
+ std::cout << "stop fsm" << std::endl;
+ p.stop();
+
+ }
+}
+
+int main()
+{
+ test();
+ return 0;
+}
diff --git a/libs/msm/doc/PDF/examples/SimpleWithFunctors2.cpp b/libs/msm/doc/PDF/examples/SimpleWithFunctors2.cpp
new file mode 100644
index 0000000000..4ca3dc9fad
--- /dev/null
+++ b/libs/msm/doc/PDF/examples/SimpleWithFunctors2.cpp
@@ -0,0 +1,320 @@
+// 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 <vector>
+#include <iostream>
+// back-end
+#include <boost/msm/back/state_machine.hpp>
+//front-end
+#include <boost/msm/front/state_machine_def.hpp>
+// functors
+#include <boost/msm/front/functor_row.hpp>
+#include <boost/msm/front/euml/common.hpp>
+// for And_ operator
+#include <boost/msm/front/euml/operator.hpp>
+// for func_state and func_state_machine
+#include <boost/msm/front/euml/state_grammar.hpp>
+
+using namespace std;
+namespace msm = boost::msm;
+namespace mpl = boost::mpl;
+using namespace msm::front;
+// for And_ operator
+using namespace msm::front::euml;
+
+namespace // Concrete FSM implementation
+{
+ // events
+ struct play {};
+ struct end_pause {};
+ struct stop {};
+ struct pause {};
+ struct open_close {};
+
+ // A "complicated" event type that carries some data.
+ enum DiskTypeEnum
+ {
+ DISK_CD=0,
+ DISK_DVD=1
+ };
+ struct cd_detected
+ {
+ cd_detected(std::string name, DiskTypeEnum diskType)
+ : name(name),
+ disc_type(diskType)
+ {}
+
+ std::string name;
+ DiskTypeEnum disc_type;
+ };
+
+ // front-end: define the FSM structure
+ struct player_ : public msm::front::state_machine_def<player_>
+ {
+ // The list of FSM states
+ // entry and exit functors for Empty
+ struct Empty_Entry
+ {
+ template <class Event,class FSM,class STATE>
+ void operator()(Event const&,FSM&,STATE& )
+ {
+ std::cout << "entering: Empty" << std::endl;
+ }
+ };
+ struct Empty_Exit
+ {
+ template <class Event,class FSM,class STATE>
+ void operator()(Event const&,FSM&,STATE& )
+ {
+ std::cout << "leaving: Empty" << std::endl;
+ }
+ };
+ // definition of Empty
+ struct Empty_tag {};
+ typedef msm::front::euml::func_state<Empty_tag,Empty_Entry,Empty_Exit> Empty;
+
+ struct Open_Entry
+ {
+ template <class Event,class FSM,class STATE>
+ void operator()(Event const&,FSM&,STATE& )
+ {
+ std::cout << "entering: Open" << std::endl;
+ }
+ };
+ struct Open_Exit
+ {
+ template <class Event,class FSM,class STATE>
+ void operator()(Event const&,FSM&,STATE& )
+ {
+ std::cout << "leaving: Open" << std::endl;
+ }
+ };
+ struct Open_tag {};
+ typedef msm::front::euml::func_state<Open_tag,Open_Entry,Open_Exit> Open;
+
+ // states without entry/exit actions (can be declared as functor state, just without functors ;-) )
+ struct Stopped_tag {};
+ typedef msm::front::euml::func_state<Stopped_tag> Stopped;
+
+ struct Playing_tag {};
+ typedef msm::front::euml::func_state<Playing_tag> Playing;
+
+ // state not defining any entry or exit (declared as simple state. Equivalent)
+ struct Paused : public msm::front::state<>
+ {
+ };
+
+ // the initial state of the player SM. Must be defined
+ typedef Empty initial_state;
+
+ // transition actions
+ // as the functors are generic on events, fsm and source/target state,
+ // you can reuse them in another machine if you wish
+ struct TestFct
+ {
+ template <class EVT,class FSM,class SourceState,class TargetState>
+ void operator()(EVT const&, FSM&,SourceState& ,TargetState& )
+ {
+ cout << "transition with event:" << typeid(EVT).name() << endl;
+ }
+ };
+ struct start_playback
+ {
+ template <class EVT,class FSM,class SourceState,class TargetState>
+ void operator()(EVT const& ,FSM& ,SourceState& ,TargetState& )
+ {
+ cout << "player::start_playback" << endl;
+ }
+ };
+ struct open_drawer
+ {
+ template <class EVT,class FSM,class SourceState,class TargetState>
+ void operator()(EVT const& ,FSM& ,SourceState& ,TargetState& )
+ {
+ cout << "player::open_drawer" << endl;
+ }
+ };
+ struct close_drawer
+ {
+ template <class EVT,class FSM,class SourceState,class TargetState>
+ void operator()(EVT const& ,FSM& ,SourceState& ,TargetState& )
+ {
+ cout << "player::close_drawer" << endl;
+ }
+ };
+ struct store_cd_info
+ {
+ template <class EVT,class FSM,class SourceState,class TargetState>
+ void operator()(EVT const&,FSM& fsm ,SourceState& ,TargetState& )
+ {
+ cout << "player::store_cd_info" << endl;
+ fsm.process_event(play());
+ }
+ };
+ struct stop_playback
+ {
+ template <class EVT,class FSM,class SourceState,class TargetState>
+ void operator()(EVT const& ,FSM& ,SourceState& ,TargetState& )
+ {
+ cout << "player::stop_playback" << endl;
+ }
+ };
+ struct pause_playback
+ {
+ template <class EVT,class FSM,class SourceState,class TargetState>
+ void operator()(EVT const& ,FSM& ,SourceState& ,TargetState& )
+ {
+ cout << "player::pause_playback" << endl;
+ }
+ };
+ struct resume_playback
+ {
+ template <class EVT,class FSM,class SourceState,class TargetState>
+ void operator()(EVT const& ,FSM& ,SourceState& ,TargetState& )
+ {
+ cout << "player::resume_playback" << endl;
+ }
+ };
+ struct stop_and_open
+ {
+ template <class EVT,class FSM,class SourceState,class TargetState>
+ void operator()(EVT const& ,FSM& ,SourceState& ,TargetState& )
+ {
+ cout << "player::stop_and_open" << endl;
+ }
+ };
+ struct stopped_again
+ {
+ template <class EVT,class FSM,class SourceState,class TargetState>
+ void operator()(EVT const& ,FSM& ,SourceState& ,TargetState& )
+ {
+ cout << "player::stopped_again" << endl;
+ }
+ };
+ // guard conditions
+ struct DummyGuard
+ {
+ template <class EVT,class FSM,class SourceState,class TargetState>
+ bool operator()(EVT const& evt,FSM& fsm,SourceState& src,TargetState& tgt)
+ {
+ return true;
+ }
+ };
+ struct good_disk_format
+ {
+ template <class EVT,class FSM,class SourceState,class TargetState>
+ bool operator()(EVT const& evt ,FSM&,SourceState& ,TargetState& )
+ {
+ // to test a guard condition, let's say we understand only CDs, not DVD
+ if (evt.disc_type != DISK_CD)
+ {
+ std::cout << "wrong disk, sorry" << std::endl;
+ return false;
+ }
+ return true;
+ }
+ };
+ struct always_true
+ {
+ template <class EVT,class FSM,class SourceState,class TargetState>
+ bool operator()(EVT const& evt ,FSM&,SourceState& ,TargetState& )
+ {
+ return true;
+ }
+ };
+ // we want to define one row with the classic look.
+ bool auto_start(cd_detected const& evt)
+ {
+ return false;
+ }
+
+ typedef player_ p; // makes transition table cleaner
+
+ // Transition table for player
+ struct transition_table : mpl::vector<
+ // Start Event Next Action Guard
+ // +---------+-------------+---------+---------------------------+----------------------+
+ Row < Stopped , play , Playing , ActionSequence_
+ <mpl::vector<
+ TestFct,start_playback> >
+ , DummyGuard >,
+ Row < Stopped , open_close , Open , open_drawer , none >,
+ Row < Stopped , stop , Stopped , none , none >,
+ // +---------+-------------+---------+---------------------------+----------------------+
+ Row < Open , open_close , Empty , close_drawer , none >,
+ // +---------+-------------+---------+---------------------------+----------------------+
+ Row < Empty , open_close , Open , open_drawer , none >,
+ Row < Empty , cd_detected , Stopped , store_cd_info , And_<good_disk_format,
+ always_true> >,
+ // we here also mix with some "classical row"
+ g_row < Empty , cd_detected , Playing , &p::auto_start >,
+ // +---------+-------------+---------+---------------------------+----------------------+
+ Row < Playing , stop , Stopped , stop_playback , none >,
+ Row < Playing , pause , Paused , pause_playback , none >,
+ Row < Playing , open_close , Open , stop_and_open , none >,
+ // +---------+-------------+---------+---------------------------+----------------------+
+ Row < Paused , end_pause , Playing , resume_playback , none >,
+ Row < Paused , stop , Stopped , stop_playback , none >,
+ Row < Paused , open_close , Open , stop_and_open , none >
+ // +---------+-------------+---------+---------------------------+----------------------+
+ > {};
+ // 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;
+ }
+ };
+ // Pick a back-end
+ 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;
+ }
+
+ void test()
+ {
+ player p;
+ // needed to start the highest-level SM. This will call on_entry and mark the start of the SM
+ p.start();
+ // go to Open, call on_exit on Empty, then action, then on_entry on Open
+ p.process_event(open_close()); pstate(p);
+ p.process_event(open_close()); pstate(p);
+ // will be rejected, wrong disk type
+ p.process_event(
+ cd_detected("louie, louie",DISK_DVD)); pstate(p);
+ p.process_event(
+ cd_detected("louie, louie",DISK_CD)); pstate(p);
+ // no need to call play() as the previous event does it in its action method
+ //p.process_event(play());
+
+ // at this point, Play is active
+ p.process_event(pause()); pstate(p);
+ // go back to Playing
+ p.process_event(end_pause()); pstate(p);
+ p.process_event(pause()); pstate(p);
+ p.process_event(stop()); pstate(p);
+ // event leading to the same state
+ // no action method called as it is not present in the transition table
+ p.process_event(stop()); pstate(p);
+ }
+}
+
+int main()
+{
+ test();
+ return 0;
+}
diff --git a/libs/msm/doc/PDF/examples/SimpleWithFunctors3.cpp b/libs/msm/doc/PDF/examples/SimpleWithFunctors3.cpp
new file mode 100644
index 0000000000..6d654e79d6
--- /dev/null
+++ b/libs/msm/doc/PDF/examples/SimpleWithFunctors3.cpp
@@ -0,0 +1,307 @@
+// 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 <vector>
+#include <iostream>
+// back-end
+#include <boost/msm/back/state_machine.hpp>
+//front-end
+#include <boost/msm/front/state_machine_def.hpp>
+// functors
+#include <boost/msm/front/functor_row.hpp>
+#include <boost/msm/front/euml/common.hpp>
+// for And_ operator
+#include <boost/msm/front/euml/operator.hpp>
+// for func_state and func_state_machine
+#include <boost/msm/front/euml/state_grammar.hpp>
+
+using namespace std;
+namespace msm = boost::msm;
+namespace mpl = boost::mpl;
+using namespace msm::front;
+// for And_ operator
+using namespace msm::front::euml;
+
+namespace // Concrete FSM implementation
+{
+ // events
+ struct play {};
+ struct end_pause {};
+ struct stop {};
+ struct pause {};
+ struct open_close {};
+
+ // A "complicated" event type that carries some data.
+ enum DiskTypeEnum
+ {
+ DISK_CD=0,
+ DISK_DVD=1
+ };
+ struct cd_detected
+ {
+ cd_detected(std::string name, DiskTypeEnum diskType)
+ : name(name),
+ disc_type(diskType)
+ {}
+
+ std::string name;
+ DiskTypeEnum disc_type;
+ };
+
+
+ // The list of FSM states
+ // entry and exit functors for Empty
+ struct Empty_Entry
+ {
+ template <class Event,class FSM,class STATE>
+ void operator()(Event const&,FSM&,STATE& )
+ {
+ std::cout << "entering: Empty" << std::endl;
+ }
+ };
+ struct Empty_Exit
+ {
+ template <class Event,class FSM,class STATE>
+ void operator()(Event const&,FSM&,STATE& )
+ {
+ std::cout << "leaving: Empty" << std::endl;
+ }
+ };
+ // definition of Empty
+ struct Empty_tag {};
+ typedef msm::front::euml::func_state<Empty_tag,Empty_Entry,Empty_Exit> Empty;
+
+ struct Open_Entry
+ {
+ template <class Event,class FSM,class STATE>
+ void operator()(Event const&,FSM&,STATE& )
+ {
+ std::cout << "entering: Open" << std::endl;
+ }
+ };
+ struct Open_Exit
+ {
+ template <class Event,class FSM,class STATE>
+ void operator()(Event const&,FSM&,STATE& )
+ {
+ std::cout << "leaving: Open" << std::endl;
+ }
+ };
+ struct Open_tag {};
+ typedef msm::front::euml::func_state<Open_tag,Open_Entry,Open_Exit> Open;
+
+ // states without entry/exit actions (can be declared as functor state, just without functors ;-) )
+ struct Stopped_tag {};
+ typedef msm::front::euml::func_state<Stopped_tag> Stopped;
+
+ struct Playing_tag {};
+ typedef msm::front::euml::func_state<Playing_tag> Playing;
+
+ // state not defining any entry or exit (declared as simple state. Equivalent)
+ struct Paused_tag {};
+ typedef msm::front::euml::func_state<Paused_tag> Paused;
+
+ // the initial state of the player SM. Must be defined
+ typedef Empty initial_state;
+
+ // transition actions
+ // as the functors are generic on events, fsm and source/target state,
+ // you can reuse them in another machine if you wish
+ struct TestFct
+ {
+ template <class EVT,class FSM,class SourceState,class TargetState>
+ void operator()(EVT const&, FSM&,SourceState& ,TargetState& )
+ {
+ cout << "transition with event:" << typeid(EVT).name() << endl;
+ }
+ };
+ struct start_playback
+ {
+ template <class EVT,class FSM,class SourceState,class TargetState>
+ void operator()(EVT const& ,FSM& ,SourceState& ,TargetState& )
+ {
+ cout << "player::start_playback" << endl;
+ }
+ };
+ struct open_drawer
+ {
+ template <class EVT,class FSM,class SourceState,class TargetState>
+ void operator()(EVT const& ,FSM& ,SourceState& ,TargetState& )
+ {
+ cout << "player::open_drawer" << endl;
+ }
+ };
+ struct close_drawer
+ {
+ template <class EVT,class FSM,class SourceState,class TargetState>
+ void operator()(EVT const& ,FSM& ,SourceState& ,TargetState& )
+ {
+ cout << "player::close_drawer" << endl;
+ }
+ };
+ struct store_cd_info
+ {
+ template <class EVT,class FSM,class SourceState,class TargetState>
+ void operator()(EVT const&,FSM& fsm ,SourceState& ,TargetState& )
+ {
+ cout << "player::store_cd_info" << endl;
+ fsm.process_event(play());
+ }
+ };
+ struct stop_playback
+ {
+ template <class EVT,class FSM,class SourceState,class TargetState>
+ void operator()(EVT const& ,FSM& ,SourceState& ,TargetState& )
+ {
+ cout << "player::stop_playback" << endl;
+ }
+ };
+ struct pause_playback
+ {
+ template <class EVT,class FSM,class SourceState,class TargetState>
+ void operator()(EVT const& ,FSM& ,SourceState& ,TargetState& )
+ {
+ cout << "player::pause_playback" << endl;
+ }
+ };
+ struct resume_playback
+ {
+ template <class EVT,class FSM,class SourceState,class TargetState>
+ void operator()(EVT const& ,FSM& ,SourceState& ,TargetState& )
+ {
+ cout << "player::resume_playback" << endl;
+ }
+ };
+ struct stop_and_open
+ {
+ template <class EVT,class FSM,class SourceState,class TargetState>
+ void operator()(EVT const& ,FSM& ,SourceState& ,TargetState& )
+ {
+ cout << "player::stop_and_open" << endl;
+ }
+ };
+ struct stopped_again
+ {
+ template <class EVT,class FSM,class SourceState,class TargetState>
+ void operator()(EVT const& ,FSM& ,SourceState& ,TargetState& )
+ {
+ cout << "player::stopped_again" << endl;
+ }
+ };
+ // guard conditions
+ struct DummyGuard
+ {
+ template <class EVT,class FSM,class SourceState,class TargetState>
+ bool operator()(EVT const& evt,FSM& fsm,SourceState& src,TargetState& tgt)
+ {
+ return true;
+ }
+ };
+ struct good_disk_format
+ {
+ template <class EVT,class FSM,class SourceState,class TargetState>
+ bool operator()(EVT const& evt ,FSM&,SourceState& ,TargetState& )
+ {
+ // to test a guard condition, let's say we understand only CDs, not DVD
+ if (evt.disc_type != DISK_CD)
+ {
+ std::cout << "wrong disk, sorry" << std::endl;
+ return false;
+ }
+ return true;
+ }
+ };
+ struct always_true
+ {
+ template <class EVT,class FSM,class SourceState,class TargetState>
+ bool operator()(EVT const& evt ,FSM&,SourceState& ,TargetState& )
+ {
+ return true;
+ }
+ };
+
+ // Transition table for player
+ struct player_transition_table : mpl::vector<
+ // Start Event Next Action Guard
+ // +---------+-------------+---------+---------------------------+----------------------+
+ Row < Stopped , play , Playing , ActionSequence_
+ <mpl::vector<
+ TestFct,start_playback> >
+ , DummyGuard >,
+ Row < Stopped , open_close , Open , open_drawer , none >,
+ Row < Stopped , stop , Stopped , none , none >,
+ // +---------+-------------+---------+---------------------------+----------------------+
+ Row < Open , open_close , Empty , close_drawer , none >,
+ // +---------+-------------+---------+---------------------------+----------------------+
+ Row < Empty , open_close , Open , open_drawer , none >,
+ Row < Empty , cd_detected , Stopped , store_cd_info , And_<good_disk_format,
+ always_true> >,
+ // +---------+-------------+---------+---------------------------+----------------------+
+ Row < Playing , stop , Stopped , stop_playback , none >,
+ Row < Playing , pause , Paused , pause_playback , none >,
+ Row < Playing , open_close , Open , stop_and_open , none >,
+ // +---------+-------------+---------+---------------------------+----------------------+
+ Row < Paused , end_pause , Playing , resume_playback , none >,
+ Row < Paused , stop , Stopped , stop_playback , none >,
+ Row < Paused , open_close , Open , stop_and_open , none >
+ // +---------+-------------+---------+---------------------------+----------------------+
+ > {};
+ // fsm definition
+ struct player_tag {};
+ typedef msm::front::euml::func_state_machine<Playing_tag,
+ // transition table
+ player_transition_table,
+ //Initial state
+ Empty> player_;
+ // Pick a back-end
+ 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;
+ }
+
+ void test()
+ {
+ player p;
+ // needed to start the highest-level SM. This will call on_entry and mark the start of the SM
+ p.start();
+ // go to Open, call on_exit on Empty, then action, then on_entry on Open
+ p.process_event(open_close()); pstate(p);
+ p.process_event(open_close()); pstate(p);
+ // will be rejected, wrong disk type
+ p.process_event(
+ cd_detected("louie, louie",DISK_DVD)); pstate(p);
+ p.process_event(
+ cd_detected("louie, louie",DISK_CD)); pstate(p);
+ // no need to call play() as the previous event does it in its action method
+ //p.process_event(play());
+
+ // at this point, Play is active
+ p.process_event(pause()); pstate(p);
+ // go back to Playing
+ p.process_event(end_pause()); pstate(p);
+ p.process_event(pause()); pstate(p);
+ p.process_event(stop()); pstate(p);
+ // event leading to the same state
+ // no action method called as it is not present in the transition table
+ p.process_event(stop()); pstate(p);
+ }
+}
+
+int main()
+{
+ test();
+ return 0;
+}
diff --git a/libs/msm/doc/PDF/examples/TestErrorOrthogonality.cpp b/libs/msm/doc/PDF/examples/TestErrorOrthogonality.cpp
new file mode 100644
index 0000000000..fd67e75055
--- /dev/null
+++ b/libs/msm/doc/PDF/examples/TestErrorOrthogonality.cpp
@@ -0,0 +1,119 @@
+// 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 <iostream>
+
+// back-end
+#include <boost/msm/back/state_machine.hpp>
+#include <boost/msm/back/mpl_graph_fsm_check.hpp>
+//front-end
+#include <boost/msm/front/state_machine_def.hpp>
+
+namespace msm = boost::msm;
+namespace mpl = boost::mpl;
+using namespace msm::back;
+namespace
+{
+ // events
+ struct play {};
+ struct end_pause {};
+ struct stop {};
+ struct pause {};
+ struct open_close {};
+ struct cd_detected{};
+ struct error_found {};
+
+ // front-end: define the FSM structure
+ struct player_ : public msm::front::state_machine_def<player_>
+ {
+ // The list of FSM states
+ struct Empty : public msm::front::state<>
+ {
+ };
+ struct Open : public msm::front::state<>
+ {
+ };
+
+ // sm_ptr still supported but deprecated as functors are a much better way to do the same thing
+ struct Stopped : public msm::front::state<>
+ {
+ };
+
+ struct Playing : public msm::front::state<>
+ {
+ };
+
+ // state not defining any entry or exit
+ struct Paused : public msm::front::state<>
+ {
+ };
+ struct AllOk : public msm::front::state<>
+ {
+ };
+ struct ErrorMode : public msm::front::state<>
+ {
+ };
+ struct State1 : public msm::front::state<>
+ {
+ };
+ struct State2 : public msm::front::state<>
+ {
+ };
+ // the initial state of the player SM. Must be defined
+ typedef mpl::vector<Empty,AllOk> initial_state;
+
+ // Transition table for player
+ struct transition_table : mpl::vector<
+ // Start Event Next Action Guard
+ // +---------+-------------+---------+---------------------+----------------------+
+ // adding this line makes non-reachable states and should cause a static assert
+ //_row < State1 , open_close , State2 >,
+ // adding this line makes non-orthogonal regions and should cause a static assert
+ //_row < Paused , error_found , ErrorMode >,
+ _row < Stopped , play , Playing >,
+ _row < Stopped , open_close , Open >,
+ _row < Stopped , stop , Stopped >,
+ // +---------+-------------+---------+---------------------+----------------------+
+ _row < Open , open_close , Empty >,
+ // +---------+-------------+---------+---------------------+----------------------+
+ _row < Empty , open_close , Open >,
+ _row < Empty , cd_detected , Stopped >,
+ _row < Empty , cd_detected , Playing >,
+ // +---------+-------------+---------+---------------------+----------------------+
+ _row < Playing , stop , Stopped >,
+ _row < Playing , pause , Paused >,
+ _row < Playing , open_close , Open >,
+ // +---------+-------------+---------+---------------------+----------------------+
+ _row < Paused , end_pause , Playing >,
+ _row < Paused , stop , Stopped >,
+ _row < Paused , open_close , Open >,
+ _row < AllOk , error_found , ErrorMode >
+ // +---------+-------------+---------+---------------------+----------------------+
+ > {};
+ // Replaces the default no-transition response.
+ template <class FSM,class Event>
+ void no_transition(Event const& e, FSM&,int state)
+ {
+ }
+ };
+ // Pick a back-end
+ typedef msm::back::state_machine<player_,msm::back::mpl_graph_fsm_check> player;
+
+ void test()
+ {
+ player p;
+ }
+}
+
+int main()
+{
+ test();
+ return 0;
+}
diff --git a/libs/msm/doc/PDF/examples/TestInternal.cpp b/libs/msm/doc/PDF/examples/TestInternal.cpp
new file mode 100644
index 0000000000..ea8f35c5a9
--- /dev/null
+++ b/libs/msm/doc/PDF/examples/TestInternal.cpp
@@ -0,0 +1,337 @@
+// 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 <iostream>
+#include "boost/mpl/vector/vector30.hpp"
+
+// back-end
+#include <boost/msm/back/state_machine.hpp>
+//front-end
+#include <boost/msm/front/state_machine_def.hpp>
+#include <boost/msm/front/functor_row.hpp>
+#include <boost/msm/front/internal_row.hpp>
+
+namespace msm = boost::msm;
+namespace mpl = boost::mpl;
+using namespace msm::front;
+
+namespace
+{
+ // events
+ struct play {};
+ struct end_pause {};
+ struct stop {};
+ struct pause {};
+ struct internal_event {};
+ struct open_close {};
+ struct NextSong {};
+ struct PreviousSong {};
+ struct to_ignore {};
+
+ // A "complicated" event type that carries some data.
+ enum DiskTypeEnum
+ {
+ DISK_CD=0,
+ DISK_DVD=1
+ };
+ struct cd_detected
+ {
+ cd_detected(std::string name, DiskTypeEnum diskType)
+ : name(name),
+ disc_type(diskType)
+ {}
+
+ std::string name;
+ DiskTypeEnum disc_type;
+ };
+
+ // front-end: define the FSM structure
+ struct player_ : public msm::front::state_machine_def<player_>
+ {
+ // transition actions
+ void start_playback(play const&) { std::cout << "player::start_playback\n"; }
+ void open_drawer(open_close const&) { std::cout << "player::open_drawer\n"; }
+ void close_drawer(open_close const&) { std::cout << "player::close_drawer\n"; }
+ void store_cd_info(cd_detected const&) { std::cout << "player::store_cd_info\n"; }
+ void stop_playback(stop const&) { std::cout << "player::stop_playback\n"; }
+ void pause_playback(pause const&) { std::cout << "player::pause_playback\n"; }
+ void resume_playback(end_pause const&) { std::cout << "player::resume_playback\n"; }
+ void stop_and_open(open_close const&) { std::cout << "player::stop_and_open\n"; }
+ void stopped_again(stop const&) {std::cout << "player::stopped_again\n";}
+ // guard conditions
+ bool good_disk_format(cd_detected const& evt)
+ {
+ // to test a guard condition, let's say we understand only CDs, not DVD
+ if (evt.disc_type != DISK_CD)
+ {
+ std::cout << "wrong disk, sorry" << std::endl;
+ return false;
+ }
+ return true;
+ }
+ // transitions internal to Empty
+ void internal_action(cd_detected const&){ std::cout << "Empty::internal action\n"; }
+ bool internal_guard(cd_detected const&)
+ {
+ std::cout << "Empty::internal guard\n";
+ return false;
+ }
+ void internal_action(internal_event const&){ std::cout << "Playing::internal action\n"; }
+ bool internal_guard(internal_event const&)
+ {
+ std::cout << "Playing::internal guard\n";
+ return false;
+ }
+
+ // The list of FSM states
+ struct Empty : public msm::front::state<>
+ {
+ // every (optional) entry/exit methods get the event passed.
+ 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 internal_guard_fct
+ {
+ template <class EVT,class FSM,class SourceState,class TargetState>
+ bool operator()(EVT const& evt ,FSM&,SourceState& ,TargetState& )
+ {
+ std::cout << "Empty::internal guard functor\n";
+ return false;
+ }
+ };
+ struct internal_action_fct
+ {
+ template <class EVT,class FSM,class SourceState,class TargetState>
+ void operator()(EVT const& ,FSM& ,SourceState& ,TargetState& )
+ {
+ std::cout << "Empty::internal action functor" << std::endl;
+ }
+ };
+ void internal_action(to_ignore const&) { std::cout << "Empty::(almost)ignoring event\n"; }
+ // Transition table for Empty
+ struct internal_transition_table : mpl::vector<
+ // Start Event Next Action Guard
+ Row < Empty , cd_detected , none , internal_action_fct ,internal_guard_fct >,
+ Internal < cd_detected , internal_action_fct ,internal_guard_fct >,
+ a_internal< to_ignore , Empty,&Empty::internal_action >
+ // +---------+-------------+----------+------------------------+----------------------+
+ > {};
+ };
+ 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<>
+ {
+ 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_>
+ {
+ // when playing, the CD is loaded and we are in either pause or playing (duh)
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "entering: Playing" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "leaving: Playing" << std::endl;}
+
+ // The list of FSM states
+ struct Song1 : public msm::front::state<>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "starting: First song" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "finishing: First Song" << std::endl;}
+
+ };
+ struct Song2 : public msm::front::state<>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "starting: Second song" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "finishing: Second Song" << std::endl;}
+ };
+ struct Song3 : public msm::front::state<>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "starting: Third song" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "finishing: Third Song" << std::endl;}
+ };
+ // the initial state. Must be defined
+ typedef Song1 initial_state;
+ // transition actions
+ void start_next_song(NextSong const&){std::cout << "Playing: start_next_song" << std::endl;}
+ void start_prev_song(PreviousSong const&){std::cout << "Playing: start_prev_song" << std::endl;}
+ // guard conditions
+ struct playing_internal_guard
+ {
+ template <class EVT,class FSM,class SourceState,class TargetState>
+ bool operator()(EVT const& evt ,FSM&,SourceState& ,TargetState& )
+ {
+ std::cout << "Playing::internal guard fct\n";
+ return true;
+ }
+ };
+ struct playing_false_guard
+ {
+ template <class EVT,class FSM,class SourceState,class TargetState>
+ bool operator()(EVT const& evt ,FSM&,SourceState& ,TargetState& )
+ {
+ std::cout << "Playing::false guard\n";
+ return false;
+ }
+ };
+ struct playing_internal_fct
+ {
+ template <class EVT,class FSM,class SourceState,class TargetState>
+ void operator()(EVT const& evt ,FSM&,SourceState& ,TargetState& )
+ {
+ std::cout << "Playing::internal fct\n";
+ }
+ };
+ 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 >
+ // +---------+-------------+---------+---------------------+----------------------+
+ > {};
+ // Internal transition table for Playing
+ // +---------+----------------+---------+---------------------+-----------------------+
+ struct internal_transition_table : mpl::vector<
+ // normal internal transition
+ // Start Event Next Action Guard
+ Internal < internal_event , playing_internal_fct,playing_internal_guard >,
+ // conflict between internal and the external defined above
+ Internal < PreviousSong , playing_internal_fct,playing_false_guard >,
+ internal < internal_event , player_,&player_::internal_action,
+ player_,&player_::internal_guard >
+ // +---------+----------------+---------+---------------------+-----------------------+
+ > {};
+
+ // 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;
+ }
+ };
+ // back-end
+ typedef msm::back::state_machine<Playing_> Playing;
+
+ // state not defining any entry or exit
+ struct Paused : public msm::front::state<>
+ {
+ };
+
+ // the initial state of the player SM. Must be defined
+ typedef Empty initial_state;
+
+ 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 >,
+ _row < Stopped , stop , Stopped >,
+ // +---------+-------------+---------+---------------------+----------------------+
+ a_row < Open , open_close , Empty , &p::close_drawer >,
+ // +---------+-------------+---------+---------------------+----------------------+
+ a_row < Empty , open_close , Open , &p::open_drawer >,
+ // conflict between a normal and 2 internal transitions (irow/g_irow)
+ // + a state-defined internals defined 2 ways (see Empty)
+ row < Empty , cd_detected , Stopped , &p::store_cd_info ,&p::good_disk_format >,
+ irow < Empty , cd_detected , &p::internal_action ,&p::internal_guard >,
+ g_irow < Empty , cd_detected ,&p::internal_guard >,
+ // +---------+-------------+---------+---------------------+----------------------+
+ 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;
+ }
+ };
+ // Pick a back-end
+ 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;
+ }
+
+ void test()
+ {
+ player p;
+ // needed to start the highest-level SM. This will call on_entry and mark the start of the SM
+ p.start();
+ // this event will be ignored and not call no_transition
+ p.process_event(to_ignore());
+ // go to Open, call on_exit on Empty, then action, then on_entry on Open
+ p.process_event(open_close()); pstate(p);
+ p.process_event(open_close()); pstate(p);
+ // will be rejected, wrong disk type
+ p.process_event(
+ cd_detected("louie, louie",DISK_DVD)); pstate(p);
+ p.process_event(
+ cd_detected("louie, louie",DISK_CD)); pstate(p);
+ p.process_event(play());
+ p.process_event(NextSong());
+ std::cout << "sending an internal event" << std::endl;
+ p.process_event(internal_event());
+ std::cout << "conflict between the internal and normal transition. Internal is tried last" << std::endl;
+ p.process_event(PreviousSong());
+
+ // at this point, Play is active
+ p.process_event(pause()); pstate(p);
+ // go back to Playing
+ p.process_event(end_pause()); pstate(p);
+ p.process_event(pause()); pstate(p);
+ p.process_event(stop()); pstate(p);
+ // event leading to the same state
+ // no action method called as it is not present in the transition table
+ p.process_event(stop()); pstate(p);
+ }
+}
+
+int main()
+{
+ test();
+ return 0;
+}
diff --git a/libs/msm/doc/PDF/examples/Visitor.cpp b/libs/msm/doc/PDF/examples/Visitor.cpp
new file mode 100644
index 0000000000..03f2954060
--- /dev/null
+++ b/libs/msm/doc/PDF/examples/Visitor.cpp
@@ -0,0 +1,368 @@
+// 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 <iostream>
+#include <string>
+#include "boost/mpl/vector/vector30.hpp"
+
+#include <boost/msm/back/state_machine.hpp>
+#include <boost/msm/front/state_machine_def.hpp>
+#include <boost/msm/back/tools.hpp>
+
+using namespace std;
+namespace msm = boost::msm;
+namespace mpl = boost::mpl;
+
+namespace // Concrete FSM implementation
+{
+ // events
+ struct play {};
+ struct end_pause {};
+ struct stop {};
+ struct pause {};
+ struct open_close {};
+ struct NextSong {};
+ struct PreviousSong {};
+ struct ThreeSec {};
+ struct TenSec {};
+ struct error_found {};
+ struct end_error {};
+ struct cd_detected {};
+
+ // a simple visitor
+ struct SomeVisitor
+ {
+ template <class T>
+ void visit_state(T* astate,int i)
+ {
+ std::cout << "visiting state:" << typeid(*astate).name()
+ << " with data:" << i << std::endl;
+ }
+ };
+ // base state for all states of ths fsm, to make them visitable
+ struct my_visitable_state
+ {
+ // signature of the accept function
+ typedef msm::back::args<void,SomeVisitor&,int> 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&,int) const {}
+ // or if you want all states to be visited, provide an implementation
+ /*
+ void accept(SomeVisitor& vis,int i) const
+ {
+ vis.visit_state(this,i);
+ }
+ */
+ };
+
+ // Concrete FSM implementation
+ struct player_ : public msm::front::state_machine_def<player_,my_visitable_state>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "starting: player" << std::endl;}
+ // The list of FSM states
+ struct Empty : public msm::front::state<my_visitable_state>
+ {
+ typedef mpl::vector<play> deferred_events;
+ 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;}
+ // this state wants to be visited
+ void accept(SomeVisitor& vis,int i) const
+ {
+ vis.visit_state(this,i);
+ }
+ };
+ struct Open : public msm::front::state<my_visitable_state>
+ {
+ typedef mpl::vector<play> deferred_events;
+ 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;}
+ // this state wants to be visited
+ void accept(SomeVisitor& vis,int i) const
+ {
+ vis.visit_state(this,i);
+ }
+ };
+ struct Stopped : public msm::front::state<my_visitable_state>
+ {
+ 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;}
+ // this state wants to be visited
+ void accept(SomeVisitor& vis,int i) const
+ {
+ // note that visiting will recursively visit sub-states
+ vis.visit_state(this,i);
+ }
+ };
+
+ struct Playing_ : public msm::front::state_machine_def<Playing_,my_visitable_state >
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "entering: Playing" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "leaving: Playing" << std::endl;}
+ void accept(SomeVisitor& vis,int i) const
+ {
+ // note that visiting will recursively visit sub-states
+ vis.visit_state(this,i);
+ }
+ // The list of FSM states
+ // the Playing state machine contains a state which is himself a state machine
+ // so we have a SM containing a SM containing a SM
+ struct Song1_ : public msm::front::state_machine_def<Song1_,my_visitable_state>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "starting: First song" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "finishing: First Song" << std::endl;}
+ void accept(SomeVisitor& vis,int i) const
+ {
+ vis.visit_state(this,i);
+ }
+ struct LightOn : public msm::front::state<my_visitable_state>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "starting: LightOn" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "finishing: LightOn" << std::endl;}
+ void accept(SomeVisitor& vis,int i) const
+ {
+ // note that visiting will recursively visit sub-states
+ vis.visit_state(this,i);
+ }
+ };
+ struct LightOff : public msm::front::state<my_visitable_state>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "starting: LightOff" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "finishing: LightOff" << std::endl;}
+ };
+ // the initial state. Must be defined
+ typedef LightOn initial_state;
+ // transition actions
+ void turn_light_off(ThreeSec const&) { std::cout << "3s off::turn light off\n"; }
+ // guard conditions
+
+ typedef Song1_ s; // makes transition table cleaner
+ // Transition table for Song1
+ struct transition_table : mpl::vector1<
+ // Start Event Next Action Guard
+ // +---------+-------------+---------+---------------------+----------------------+
+ a_row < LightOn , ThreeSec , LightOff, &s::turn_light_off >
+ // +---------+-------------+---------+---------------------+----------------------+
+ > {};
+ // 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<Song1_> Song1;
+
+ struct Song2 : public msm::front::state<my_visitable_state>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "starting: Second song" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "finishing: Second Song" << std::endl;}
+ };
+ struct Song3 : public msm::front::state<my_visitable_state>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "starting: Third song" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "finishing: Third Song" << std::endl;}
+ };
+ // 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_,msm::back::ShallowHistory<mpl::vector<end_pause> > > Playing;
+
+ struct Paused : public msm::front::state<my_visitable_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;}
+ };
+
+ struct AllOk : public msm::front::state<my_visitable_state>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "starting: AllOk" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "finishing: AllOk" << std::endl;}
+ };
+ struct ErrorMode :
+ public msm::front::interrupt_state<end_error,my_visitable_state>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "starting: ErrorMode" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "finishing: ErrorMode" << std::endl;}
+ void accept(SomeVisitor& vis,int i) const
+ {
+ vis.visit_state(this,i);
+ }
+ };
+
+ // the initial state of the player SM. Must be defined
+ typedef mpl::vector<Empty,AllOk> initial_state;
+
+ // transition actions
+ void start_playback(play const&) { std::cout << "player::start_playback\n"; }
+ void open_drawer(open_close const&) { std::cout << "player::open_drawer\n"; }
+ void close_drawer(open_close const&) { std::cout << "player::close_drawer\n"; }
+ void store_cd_info(cd_detected const&)
+ {
+ std::cout << "player::store_cd_info\n";
+ }
+ void stop_playback(stop const&) { std::cout << "player::stop_playback\n"; }
+ void pause_playback(pause const&) { std::cout << "player::pause_playback\n"; }
+ void resume_playback(end_pause const&) { std::cout << "player::resume_playback\n"; }
+ void stop_and_open(open_close const&) { std::cout << "player::stop_and_open\n"; }
+ void stopped_again(stop const&) {std::cout << "player::stopped_again\n";}
+ void report_error(error_found const&) {std::cout << "player::report_error\n";}
+ void report_end_error(end_error const&) {std::cout << "player::report_end_error\n";}
+ // 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 >,
+ // +---------+-------------+---------+---------------------+----------------------+
+ a_row < AllOk , error_found ,ErrorMode, &p::report_error >,
+ a_row <ErrorMode,end_error ,AllOk , &p::report_end_error >
+ // +---------+-------------+---------+---------------------+----------------------+
+ > {};
+
+ // 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;
+ }
+ };
+
+ // back-end
+ typedef msm::back::state_machine<player_> player;
+
+ //
+ // Testing utilities.
+ //
+
+ void pstate(player const& p)
+ {
+ static char const* const state_names[] = { "Stopped", "Open", "Empty", "Playing", "Paused","AllOk","ErrorMode","SleepMode" };
+ for (unsigned int i=0;i<player::nr_regions::value;++i)
+ {
+ std::cout << " -> " << state_names[p.current_state()[i]] << std::endl;
+ }
+ }
+ void test()
+ {
+ player p;
+ // needed to start the highest-level SM. This will call on_entry and mark the start of the SM
+ p.start();
+
+ // test deferred event
+ // deferred in Empty and Open, will be handled only after event cd_detected
+ p.process_event(play());
+
+ // go to Open, call on_exit on Empty, then action, then on_entry on Open
+ p.process_event(open_close()); pstate(p);
+ // visiting Paused and AllOk, but only Paused cares
+ SomeVisitor vis;
+ p.visit_current_states(boost::ref(vis),1);
+ p.process_event(open_close()); pstate(p);
+ // visiting Empty and AllOk, but only Empty cares
+ p.visit_current_states(boost::ref(vis),2);
+
+ p.process_event(cd_detected());
+ // no need to call play() as the previous event does it in its action method
+ //p.process_event(play());
+ // at this point, Play is active, along FirstSong and LightOn
+ pstate(p);
+ // visiting Playing+Song1+LightOn and AllOk, but only Playing+Song1+LightOn care
+ p.visit_current_states(boost::ref(vis),3);
+
+ // Stop will be active
+ p.process_event(stop()); pstate(p);
+
+ // visiting when both regions have an active state who wants to be visited
+ p.process_event(error_found());
+ p.visit_current_states(boost::ref(vis),5);
+
+
+ }
+}
+
+int main()
+{
+ test();
+ return 0;
+}
+
+
diff --git a/libs/msm/doc/PDF/examples/char_event_dispatcher.hpp b/libs/msm/doc/PDF/examples/char_event_dispatcher.hpp
new file mode 100644
index 0000000000..023bb0d5ec
--- /dev/null
+++ b/libs/msm/doc/PDF/examples/char_event_dispatcher.hpp
@@ -0,0 +1,92 @@
+// 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)
+
+#ifndef BOOST_MSM_CHAR_EVENT_DISPATCHER_HPP
+#define BOOST_MSM_CHAR_EVENT_DISPATCHER_HPP
+
+#include <boost/msm/back/common_types.hpp>
+
+struct digit {};
+struct char_0 : public digit {};
+struct char_1 : public digit {};
+struct char_2 : public digit {};
+struct char_3 : public digit {};
+struct char_4 : public digit {};
+struct char_5 : public digit {};
+struct char_6 : public digit {};
+struct char_7 : public digit {};
+struct char_8 : public digit {};
+struct char_9 : public digit {};
+struct minus_char {};
+template <char c>
+struct event_char{};
+template <>
+struct event_char<'0'> : public digit{};
+template <>
+struct event_char<'1'> : public digit{};
+template <>
+struct event_char<'2'> : public digit{};
+template <>
+struct event_char<'3'> : public digit{};
+template <>
+struct event_char<'4'> : public digit{};
+template <>
+struct event_char<'5'> : public digit{};
+template <>
+struct event_char<'6'> : public digit{};
+template <>
+struct event_char<'7'> : public digit{};
+template <>
+struct event_char<'8'> : public digit{};
+template <>
+struct event_char<'9'> : public digit{};
+
+namespace boost { namespace msm { namespace back {
+
+
+template <class Fsm>
+struct char_event_dispatcher
+{
+ template <char c>
+ struct dispatch_event_helper
+ {
+ static execute_return apply(Fsm& fsm)
+ {
+ return fsm.process_event(event_char<c>());
+ }
+ };
+ char_event_dispatcher()
+ {
+ entries[0x30]=&dispatch_event_helper<'0'>::apply;
+ entries[0x31]=&dispatch_event_helper<'1'>::apply;
+ entries[0x32]=&dispatch_event_helper<'2'>::apply;
+ entries[0x33]=&dispatch_event_helper<'3'>::apply;
+ entries[0x34]=&dispatch_event_helper<'4'>::apply;
+ entries[0x35]=&dispatch_event_helper<'5'>::apply;
+ entries[0x36]=&dispatch_event_helper<'6'>::apply;
+ entries[0x37]=&dispatch_event_helper<'7'>::apply;
+ entries[0x38]=&dispatch_event_helper<'8'>::apply;
+ entries[0x39]=&dispatch_event_helper<'9'>::apply;
+ entries[0x2D]=&dispatch_event_helper<'-'>::apply;
+ entries[0x2B]=&dispatch_event_helper<'+'>::apply;
+ }
+ execute_return process_event(Fsm& fsm,char c) const
+ {
+ return entries[c](fsm);
+ }
+
+ // The singleton instance.
+ static const char_event_dispatcher instance;
+ typedef execute_return (*cell)(Fsm&);
+ cell entries[255];
+};
+
+}}} // boost::msm::back
+#endif //BOOST_MSM_CHAR_EVENT_DISPATCHER_HPP
diff --git a/libs/msm/doc/PDF/examples/distributed_table/DistributedTable.cpp b/libs/msm/doc/PDF/examples/distributed_table/DistributedTable.cpp
new file mode 100644
index 0000000000..6a24e70fae
--- /dev/null
+++ b/libs/msm/doc/PDF/examples/distributed_table/DistributedTable.cpp
@@ -0,0 +1,74 @@
+// 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 <vector>
+#include <iostream>
+// back-end
+#include <boost/msm/back/state_machine.hpp>
+//front-end
+#include <boost/msm/front/state_machine_def.hpp>
+// functors
+#include <boost/msm/front/functor_row.hpp>
+#include <boost/msm/front/euml/common.hpp>
+
+#include "Empty.hpp"
+#include "Open.hpp"
+
+using namespace std;
+namespace msm = boost::msm;
+namespace mpl = boost::mpl;
+using namespace msm::front;
+
+
+// front-end: define the FSM structure
+struct player_ : public msm::front::state_machine_def<player_>
+{
+ // the initial state of the player SM. Must be defined
+ typedef Empty initial_state;
+ typedef mpl::vector<Empty,Open> explicit_creation;
+
+ typedef player_ p; // makes transition table cleaner
+
+ // 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;
+ }
+};
+// Pick a back-end
+typedef msm::back::state_machine<player_> player;
+
+//
+// Testing utilities.
+//
+static char const* const state_names[] = { "Empty", "Open" };
+void pstate(player const& p)
+{
+ std::cout << " -> " << state_names[p.current_state()[0]] << std::endl;
+}
+
+void test()
+{
+ player p;
+ // needed to start the highest-level SM. This will call on_entry and mark the start of the SM
+ p.start();
+ // go to Open, call on_exit on Empty, then action, then on_entry on Open
+ p.process_event(open_close()); pstate(p);
+ p.process_event(open_close()); pstate(p);
+}
+
+int main()
+{
+ test();
+ return 0;
+}
+
diff --git a/libs/msm/doc/PDF/examples/distributed_table/Empty.cpp b/libs/msm/doc/PDF/examples/distributed_table/Empty.cpp
new file mode 100644
index 0000000000..ecbb9a8208
--- /dev/null
+++ b/libs/msm/doc/PDF/examples/distributed_table/Empty.cpp
@@ -0,0 +1,17 @@
+// 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 <iostream>
+#include "Empty.hpp"
+
+void Empty::open_drawer(open_close const&)
+{
+ std::cout << "Empty::open_drawer\n";
+}
diff --git a/libs/msm/doc/PDF/examples/distributed_table/Empty.hpp b/libs/msm/doc/PDF/examples/distributed_table/Empty.hpp
new file mode 100644
index 0000000000..00dd0e5f65
--- /dev/null
+++ b/libs/msm/doc/PDF/examples/distributed_table/Empty.hpp
@@ -0,0 +1,43 @@
+// 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)
+
+#ifndef EMPTY_HPP
+#define EMPTY_HPP
+
+// back-end
+#include <boost/msm/back/state_machine.hpp>
+//front-end
+#include <boost/msm/front/state_machine_def.hpp>
+#include <boost/msm/front/row2.hpp>
+
+#include "Events.hpp"
+
+struct Open;
+
+namespace msm = boost::msm;
+namespace mpl = boost::mpl;
+
+struct Empty : public msm::front::state<>
+{
+ 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;}
+ void open_drawer(open_close const&);
+
+ struct internal_transition_table : mpl::vector<
+ // Start Event Next Action Guard
+ //+-------------+---------+-------------+---------+---------------------------+----------------------+
+ msm::front::a_row2 < Empty , open_close , Open , Empty,&Empty::open_drawer >
+ //+-------------+---------+-------------+---------+---------------------------+----------------------+
+ > {};
+};
+
+#endif
diff --git a/libs/msm/doc/PDF/examples/distributed_table/Events.hpp b/libs/msm/doc/PDF/examples/distributed_table/Events.hpp
new file mode 100644
index 0000000000..023216bd7c
--- /dev/null
+++ b/libs/msm/doc/PDF/examples/distributed_table/Events.hpp
@@ -0,0 +1,39 @@
+// 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)
+
+#ifndef EVENTS_HPP
+#define EVENTS_HPP
+
+// events
+struct play {};
+struct end_pause {};
+struct stop {};
+struct pause {};
+struct open_close {};
+
+// A "complicated" event type that carries some data.
+enum DiskTypeEnum
+{
+ DISK_CD=0,
+ DISK_DVD=1
+};
+struct cd_detected
+{
+ cd_detected(std::string name, DiskTypeEnum diskType)
+ : name(name),
+ disc_type(diskType)
+ {}
+
+ std::string name;
+ DiskTypeEnum disc_type;
+};
+
+
+#endif
diff --git a/libs/msm/doc/PDF/examples/distributed_table/Open.cpp b/libs/msm/doc/PDF/examples/distributed_table/Open.cpp
new file mode 100644
index 0000000000..2d1b63aed6
--- /dev/null
+++ b/libs/msm/doc/PDF/examples/distributed_table/Open.cpp
@@ -0,0 +1,17 @@
+// 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 <iostream>
+#include "Open.hpp"
+
+void Open::close_drawer(open_close const&)
+{
+ std::cout << "Open::close_drawer\n";
+}
diff --git a/libs/msm/doc/PDF/examples/distributed_table/Open.hpp b/libs/msm/doc/PDF/examples/distributed_table/Open.hpp
new file mode 100644
index 0000000000..03a8e8f9d3
--- /dev/null
+++ b/libs/msm/doc/PDF/examples/distributed_table/Open.hpp
@@ -0,0 +1,44 @@
+// 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)
+
+#ifndef OPEN_HPP
+#define OPEN_HPP
+
+// back-end
+#include <boost/msm/back/state_machine.hpp>
+//front-end
+#include <boost/msm/front/state_machine_def.hpp>
+#include <boost/msm/front/row2.hpp>
+
+#include "Events.hpp"
+
+struct Empty;
+
+namespace msm = boost::msm;
+namespace mpl = boost::mpl;
+using namespace msm::front;
+
+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;}
+ void close_drawer(open_close const&);
+
+ struct internal_transition_table : mpl::vector<
+ // Start Event Next Action Guard
+ //+-------------+---------+-------------+---------+---------------------------+----------------------+
+ msm::front::a_row2 < Open , open_close , Empty , Open,&Open::close_drawer >
+ //+-------------+---------+-------------+---------+---------------------------+----------------------+
+ > {};
+};
+
+#endif
diff --git a/libs/msm/doc/PDF/examples/iPodEuml.cpp b/libs/msm/doc/PDF/examples/iPodEuml.cpp
new file mode 100644
index 0000000000..547da45202
--- /dev/null
+++ b/libs/msm/doc/PDF/examples/iPodEuml.cpp
@@ -0,0 +1,271 @@
+// 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 <vector>
+#include <set>
+#include <string>
+#include <iostream>
+// we need more than the default 20 states
+#define FUSION_MAX_VECTOR_SIZE 20
+// we need more than the default 20 transitions
+#include "boost/mpl/vector/vector50.hpp"
+#include <boost/msm/back/state_machine.hpp>
+#include <boost/msm/front/euml/euml.hpp>
+
+
+using namespace std;
+using namespace boost::msm::front::euml;
+namespace msm = boost::msm;
+
+// attribute names and types
+BOOST_MSM_EUML_DECLARE_ATTRIBUTE(int,m_Selected)
+BOOST_MSM_EUML_DECLARE_ATTRIBUTE(int,m_SongIndex)
+BOOST_MSM_EUML_DECLARE_ATTRIBUTE(int,m_NumberOfSongs)
+#include "ipod_functors.hpp"
+
+
+namespace // Concrete FSM implementation
+{
+ //flags
+ BOOST_MSM_EUML_FLAG(MenuActive)
+ BOOST_MSM_EUML_FLAG(NoFastFwd)
+ // hardware-generated events
+ BOOST_MSM_EUML_EVENT(Hold)
+ BOOST_MSM_EUML_EVENT(NoHold)
+ BOOST_MSM_EUML_EVENT(SouthPressed)
+ BOOST_MSM_EUML_EVENT(SouthReleased)
+ BOOST_MSM_EUML_EVENT(MiddleButton)
+ BOOST_MSM_EUML_EVENT(EastPressed)
+ BOOST_MSM_EUML_EVENT(EastReleased)
+ BOOST_MSM_EUML_EVENT(Off)
+ BOOST_MSM_EUML_EVENT(MenuButton)
+ // internally defined events
+ BOOST_MSM_EUML_EVENT(PlayPause)
+ BOOST_MSM_EUML_EVENT(EndPlay)
+ struct CloseMenu_impl : euml_event<CloseMenu_impl>
+ {
+ CloseMenu_impl(){}//defined only for stt
+ template<class EVENT>
+ CloseMenu_impl(EVENT const &) {}
+ };
+ CloseMenu_impl const CloseMenu;
+ BOOST_MSM_EUML_EVENT(OnOffTimer)
+ BOOST_MSM_EUML_EVENT(MenuMiddleButton)
+ BOOST_MSM_EUML_EVENT(SelectSong)
+ BOOST_MSM_EUML_EVENT(SongFinished)
+
+ BOOST_MSM_EUML_ATTRIBUTES((attributes_ << m_Selected ), StartSongAttributes)
+ BOOST_MSM_EUML_EVENT_WITH_ATTRIBUTES(StartSong,StartSongAttributes)
+ BOOST_MSM_EUML_EVENT(PreviousSong)
+ BOOST_MSM_EUML_EVENT(NextSong)
+ BOOST_MSM_EUML_EVENT(ForwardTimer)
+ BOOST_MSM_EUML_EVENT(PlayingMiddleButton)
+
+ // Concrete iPod implementation
+ // The list of iPod states
+ BOOST_MSM_EUML_STATE(( NotHolding_Entry ),NotHolding)
+ BOOST_MSM_EUML_INTERRUPT_STATE(( NoHold,Holding_Entry ),Holding)
+ BOOST_MSM_EUML_STATE(( NotPlaying_Entry ),NotPlaying)
+ BOOST_MSM_EUML_STATE(( NoMenuMode_Entry ),NoMenuMode)
+ BOOST_MSM_EUML_STATE(( NoOnOffButton_Entry ),NoOnOffButton)
+ BOOST_MSM_EUML_STATE(( OffDown_Entry ),OffDown)
+ BOOST_MSM_EUML_STATE(( PlayerOff_Entry ),PlayerOff)
+ BOOST_MSM_EUML_STATE(( CheckMiddleButton_Entry ),CheckMiddleButton)
+
+ // Concrete PlayingMode_ implementation
+ // The list of PlayingMode_ states
+ BOOST_MSM_EUML_STATE(( Playing_Entry ),Playing)
+ BOOST_MSM_EUML_STATE(( WaitingForNextPrev_Entry ),WaitingForNextPrev)
+ BOOST_MSM_EUML_STATE(( Paused_Entry ),Paused)
+ BOOST_MSM_EUML_STATE(( WaitingForEnd_Entry ),WaitingForEnd)
+ BOOST_MSM_EUML_STATE(( NoForward_Entry ),NoForward)
+ BOOST_MSM_EUML_STATE(( ForwardPressed_Entry,ForwardPressed_Exit ),ForwardPressed)
+ BOOST_MSM_EUML_STATE(( FastForward_Entry,FastForward_Exit ),FastForward)
+ BOOST_MSM_EUML_STATE(( StdDisplay_Entry ),StdDisplay)
+ BOOST_MSM_EUML_STATE(( SetPosition_Entry ),SetPosition)
+ BOOST_MSM_EUML_STATE(( SetMark_Entry ),SetMark)
+ BOOST_MSM_EUML_EXIT_STATE(( EndPlay,PlayingExit_Entry ),PlayingExit)
+
+ //stt
+ BOOST_MSM_EUML_TRANSITION_TABLE((
+ // +------------------------------------------------------------------------------+
+ Paused == Playing + PlayPause ,
+ Paused == Playing + Off ,
+ Playing == Playing + StartSong
+ / (if_then_(event_(m_Selected) > Int_<0>() &&
+ event_(m_Selected) < fsm_(m_NumberOfSongs),
+ fsm_(m_SongIndex) = event_(m_Selected) ),show_selected_song) ,
+ Playing == Playing + SongFinished
+ / (if_then_else_(++fsm_(m_SongIndex) <= fsm_(m_NumberOfSongs), /*if*/
+ show_playing_song, /*then*/
+ (fsm_(m_SongIndex)=Int_<1>(),process_(EndPlay))/*else*/ ) ) ,
+ Playing == Paused + PlayPause ,
+ Playing == Paused + StartSong
+ / (if_then_(event_(m_Selected) > Int_<0>() &&
+ event_(m_Selected) < fsm_(m_NumberOfSongs),
+ fsm_(m_SongIndex) = event_(m_Selected) ),show_selected_song) ,
+ WaitingForNextPrev == WaitingForNextPrev+ PreviousSong
+ /( if_then_else_(--fsm_(m_SongIndex) > Int_<0>(), /*if*/
+ show_playing_song, /*then*/
+ (fsm_(m_SongIndex)=Int_<1>(),process_(EndPlay)) /*else*/ ) ) ,
+ WaitingForNextPrev == WaitingForNextPrev+ NextSong
+ / (if_then_else_(++fsm_(m_SongIndex) <= fsm_(m_NumberOfSongs), /*if*/
+ show_playing_song, /*then*/
+ (fsm_(m_SongIndex)=Int_<1>(),process_(EndPlay)) /*else*/ ) ),
+
+ PlayingExit == WaitingForEnd + EndPlay ,
+ ForwardPressed == NoForward + EastPressed [!is_flag_(NoFastFwd)] ,
+ NoForward == ForwardPressed + EastReleased / process_(NextSong) ,
+ FastForward == ForwardPressed + ForwardTimer / do_fast_forward ,
+ FastForward == FastForward + ForwardTimer / do_fast_forward ,
+ FastForward == NoForward + EastReleased ,
+ SetPosition == StdDisplay + PlayingMiddleButton ,
+ StdDisplay == SetPosition + StartSong ,
+ SetMark == SetPosition + PlayingMiddleButton ,
+ StdDisplay == SetMark + PlayingMiddleButton ,
+ StdDisplay == SetMark + StartSong
+ // +------------------------------------------------------------------------------+
+ ),playingmode_transition_table )
+
+ BOOST_MSM_EUML_DECLARE_STATE_MACHINE( (playingmode_transition_table, //STT
+ init_ << Playing << WaitingForNextPrev << WaitingForEnd
+ << NoForward << StdDisplay, // Init States
+ fsm_(m_NumberOfSongs)=Int_<5>(), // entry
+ no_action, // exit
+ attributes_ << m_SongIndex << m_NumberOfSongs, //attributes
+ configure_<< NoFastFwd // Flags, Deferred events, configuration
+ ),PlayingMode_)
+
+ // choice of back-end
+ typedef msm::back::state_machine<PlayingMode_> PlayingMode_type;
+ PlayingMode_type const PlayingMode;
+
+ // Concrete MenuMode_ implementation
+ // The list of MenuMode_ states
+ BOOST_MSM_EUML_STATE(( WaitingForSongChoice_Entry ),WaitingForSongChoice)
+ BOOST_MSM_EUML_STATE(( StartCurrentSong_Entry ),StartCurrentSong)
+ BOOST_MSM_EUML_EXIT_STATE(( CloseMenu,MenuExit_Entry ),MenuExit)
+
+ //stt
+ BOOST_MSM_EUML_TRANSITION_TABLE((
+ // +------------------------------------------------------------------------------+
+ StartCurrentSong == WaitingForSongChoice + MenuMiddleButton ,
+ MenuExit == StartCurrentSong + SelectSong
+ // +------------------------------------------------------------------------------+
+ ),menumode_transition_table )
+
+ BOOST_MSM_EUML_DECLARE_STATE_MACHINE( (menumode_transition_table, //STT
+ init_ << WaitingForSongChoice, // Init States
+ no_action, // entry
+ no_action, // exit
+ attributes_ << no_attributes_, //attributes
+ configure_<< MenuActive // Flags, Deferred events, configuration
+ ),MenuMode_)
+
+ typedef msm::back::state_machine<MenuMode_> MenuMode_type;
+ MenuMode_type const MenuMode;
+
+ // iPod stt
+ BOOST_MSM_EUML_TRANSITION_TABLE((
+ // +------------------------------------------------------------------------------+
+ Holding == NotHolding + Hold ,
+ NotHolding == Holding + NoHold ,
+ PlayingMode == NotPlaying + PlayPause ,
+ NotPlaying == exit_pt_(PlayingMode,PlayingExit) + EndPlay
+ / process_(MenuButton) ,
+ MenuMode == NoMenuMode + MenuButton ,
+ NoMenuMode == exit_pt_(MenuMode,MenuExit)+ CloseMenu
+ / process2_(StartSong,Int_<5>()) ,
+ OffDown == NoOnOffButton + SouthPressed ,
+ NoOnOffButton == OffDown + SouthReleased
+ / process_(PlayPause) ,
+ PlayerOff == OffDown + OnOffTimer
+ / (show_player_off,process_(Off)) ,
+ NoOnOffButton == PlayerOff + SouthPressed / show_player_on ,
+ NoOnOffButton == PlayerOff + NoHold / show_player_on ,
+ CheckMiddleButton == CheckMiddleButton + MiddleButton
+ [is_flag_(MenuActive)] / process_(PlayingMiddleButton) ,
+ CheckMiddleButton == CheckMiddleButton + MiddleButton
+ [!is_flag_(MenuActive)] / process_(PlayingMiddleButton)
+ // +------------------------------------------------------------------------------+
+ ),ipod_transition_table )
+
+ BOOST_MSM_EUML_DECLARE_STATE_MACHINE(( ipod_transition_table, //STT
+ init_ << NotHolding << NotPlaying << NoMenuMode
+ << NoOnOffButton << CheckMiddleButton
+ ),
+ iPod_) //fsm name
+ typedef msm::back::state_machine<iPod_> iPod;
+
+ void test()
+ {
+ iPod sm;
+ sm.start();
+ // we first press Hold
+ std::cout << "pressing hold" << std::endl;
+ sm.process_event(Hold);
+ // pressing a button is now ignored
+ std::cout << "pressing a button" << std::endl;
+ sm.process_event(SouthPressed);
+ // or even one contained in a submachine
+ sm.process_event(EastPressed);
+ // no more holding
+ std::cout << "no more holding, end interrupt event sent" << std::endl;
+ sm.process_event(NoHold);
+ std::cout << "pressing South button a short time" << std::endl;
+ sm.process_event(SouthPressed);
+ // we suppose a short pressing leading to playing a song
+ sm.process_event(SouthReleased);
+ // we move to the next song
+ std::cout << "we move to the next song" << std::endl;
+ sm.process_event(NextSong);
+ // then back to no song => exit from playing, menu active
+ std::cout << "we press twice the West button (simulated)=> end of playing" << std::endl;
+ sm.process_event(PreviousSong);
+ sm.process_event(PreviousSong);
+ // even in menu mode, pressing play will start playing the first song
+ std::cout << "pressing play/pause" << std::endl;
+ sm.process_event(SouthPressed);
+ sm.process_event(SouthReleased);
+ // of course pausing must be possible
+ std::cout << "pressing play/pause" << std::endl;
+ sm.process_event(SouthPressed);
+ sm.process_event(SouthReleased);
+ std::cout << "pressing play/pause" << std::endl;
+ sm.process_event(SouthPressed);
+ sm.process_event(SouthReleased);
+ // while playing, you can fast forward
+ std::cout << "pressing East button a long time" << std::endl;
+ sm.process_event(EastPressed);
+ // let's suppose the timer just fired
+ sm.process_event(ForwardTimer);
+ sm.process_event(ForwardTimer);
+ // end of fast forwarding
+ std::cout << "releasing East button" << std::endl;
+ sm.process_event(EastReleased);
+ // we now press the middle button to set playing at a given position
+ std::cout << "pressing Middle button, fast forwarding disabled" << std::endl;
+ sm.process_event(MiddleButton);
+ std::cout <<"pressing East button to fast forward" << std::endl;
+ sm.process_event(EastPressed);
+ // we switch off and on
+ std::cout <<"switch off player" << std::endl;
+ sm.process_event(SouthPressed);
+ sm.process_event(OnOffTimer);
+ std::cout <<"switch on player" << std::endl;
+ sm.process_event(SouthPressed);
+ }
+}
+
+int main()
+{
+ test();
+ return 0;
+}
diff --git a/libs/msm/doc/PDF/examples/iPodSearch.cpp b/libs/msm/doc/PDF/examples/iPodSearch.cpp
new file mode 100644
index 0000000000..29aa41354f
--- /dev/null
+++ b/libs/msm/doc/PDF/examples/iPodSearch.cpp
@@ -0,0 +1,208 @@
+// 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 <set>
+#include <string>
+#include <iostream>
+#include <boost/msm/back/state_machine.hpp>
+#include <boost/msm/front/state_machine_def.hpp>
+
+using namespace std;
+namespace msm = boost::msm;
+
+namespace // Concrete FSM implementation
+{
+ // events
+ struct OneSong
+ {
+ OneSong(string const& asong):m_Song(asong){}
+ const string& get_data() const {return m_Song;}
+ private:
+ string m_Song;
+ };
+ template <class DATA>
+ struct NotFound
+ {
+ DATA get_data() const {return m_Data;}
+ DATA m_Data;
+ };
+ template <class DATA>
+ struct Found
+ {
+ DATA get_data() const {return m_Data;}
+ DATA m_Data;
+ };
+ struct Done {};
+
+ template <class Container,class BASE_TYPE,class FSMType>
+ struct Insert : public boost::msm::front::state<BASE_TYPE,boost::msm::front::sm_ptr>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const& evt,FSM& )
+ {
+ //TODO other containers
+ if (m_Cont)
+ {
+ m_Cont->insert(evt.get_data());
+ }
+ m_fsm->process_event(Done());
+ }
+ void set_sm_ptr(FSMType* fsm){m_fsm=fsm;}
+ void set_container(Container* cont){m_Cont=cont;}
+ Container* m_Cont;
+
+ private:
+ FSMType* m_fsm;
+ };
+ template <class BASE_TYPE,class FSMType>
+ struct StringFind : public boost::msm::front::state<BASE_TYPE,boost::msm::front::sm_ptr>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const& evt,FSM& )
+ {
+ //TODO other containers
+ // if the element in the event is found
+ if (evt.get_data().find(m_Cont) != std::string::npos )
+ {
+ Found<std::string> res;
+ res.m_Data = evt.get_data();
+ m_fsm->process_event(res);
+ }
+ // data not found
+ else
+ {
+ NotFound<std::string> res;
+ res.m_Data = evt.get_data();
+ m_fsm->process_event(res);
+ }
+ }
+ void set_sm_ptr(FSMType* fsm){m_fsm=fsm;}
+ void set_container(const char* cont){m_Cont=cont;}
+ private:
+ std::string m_Cont;
+ FSMType* m_fsm;
+ };
+ template <class EventType,class Container,class BASE_TYPE,class FSMType>
+ struct Foreach : public boost::msm::front::state<BASE_TYPE,boost::msm::front::sm_ptr>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const& evt,FSM& )
+ {
+ //TODO other containers
+ if (!m_Cont.empty())
+ {
+ typename Container::value_type next_event = *m_Cont.begin();
+ m_Cont.erase(m_Cont.begin());
+ m_fsm->process_event(EventType(next_event));
+ }
+ }
+ void set_sm_ptr(FSMType* fsm){m_fsm=fsm;}
+ void set_container(Container* cont){m_Cont=*cont;}
+
+ private:
+ Container m_Cont;
+ FSMType* m_fsm;
+ };
+
+
+ // Concrete FSM implementation
+ struct iPodSearch_ : public msm::front::state_machine_def<iPodSearch_>
+ {
+ typedef msm::back::state_machine<iPodSearch_> iPodSearch;
+ // The list of FSM states
+ typedef std::set<std::string> Songset;
+ typedef Insert<Songset,boost::msm::front::default_base_state,iPodSearch> MyInsert;
+ typedef StringFind<boost::msm::front::default_base_state,iPodSearch> MyFind;
+ typedef Foreach<OneSong,Songset,boost::msm::front::default_base_state,iPodSearch> MyForeach;
+
+ // the initial state of the player SM. Must be defined
+ typedef MyForeach initial_state;
+
+ // transition actions
+
+ // guard conditions
+
+ typedef iPodSearch_ fsm; // makes transition table cleaner
+
+ // Transition table for player
+ struct transition_table : mpl::vector4<
+ // Start Event Next Action Guard
+ // +-----------+------------------+------------+---------------------+----------------------+
+ _row < MyForeach , OneSong , MyFind >,
+ _row < MyFind , NotFound<string> , MyForeach >,
+ _row < MyFind , Found<string> , MyInsert >,
+ _row < MyInsert , Done , MyForeach >
+ // +-----------+------------------+------------+---------------------+----------------------+
+ > {};
+ iPodSearch_():m_AllSongs(),m_ResultSearch()
+ {
+ // add a few songs for testing
+ m_AllSongs.insert("Let it be");
+ m_AllSongs.insert("Yellow submarine");
+ m_AllSongs.insert("Twist and Shout");
+ m_AllSongs.insert("She Loves You");
+ }
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& fsm)
+ {
+ fsm.template get_state<MyForeach&>().set_container(&m_AllSongs);
+ fsm.template get_state<MyInsert&>().set_container(&m_ResultSearch);
+ }
+ const Songset& get_result(){return m_ResultSearch;}
+ void reset_search(){m_ResultSearch.clear();}
+
+ // 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;
+ }
+
+ private:
+ Songset m_AllSongs;
+ Songset m_ResultSearch;
+ };
+ typedef msm::back::state_machine<iPodSearch_> iPodSearch;
+
+
+ void test()
+ {
+ iPodSearch search;
+ // look for "She Loves You" using the first letters
+ search.get_state<iPodSearch::MyFind*>()->set_container("Sh");// will find 2 songs
+
+ // needed to start the highest-level SM. This will call on_entry and mark the start of the SM
+ search.start();
+ // display all the songs
+ const iPodSearch::Songset& res = search.get_result();
+ for (iPodSearch::Songset::const_iterator it = res.begin();it != res.end();++it)
+ {
+ cout << "candidate song:" << *it << endl;
+ }
+ cout << "search using more letters" << endl;
+ // look for "She Loves You" using more letters
+ search.reset_search();
+ search.get_state<iPodSearch::MyFind*>()->set_container("She");// will find 1 song
+ search.start();
+ const iPodSearch::Songset& res2 = search.get_result();
+ for (iPodSearch::Songset::const_iterator it = res2.begin();it != res2.end();++it)
+ {
+ cout << "candidate song:" << *it << endl;
+ }
+
+ }
+}
+
+int main()
+{
+ test();
+ return 0;
+}
diff --git a/libs/msm/doc/PDF/examples/iPodSearchEuml.cpp b/libs/msm/doc/PDF/examples/iPodSearchEuml.cpp
new file mode 100644
index 0000000000..e792ff134a
--- /dev/null
+++ b/libs/msm/doc/PDF/examples/iPodSearchEuml.cpp
@@ -0,0 +1,166 @@
+// 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)
+
+// same as iPodSearch.cpp but using eUML
+// requires boost >= v1.40 because using mpl::string
+
+#include <vector>
+#include <iostream>
+
+#include <boost/msm/back/state_machine.hpp>
+#include <boost/msm/front/euml/euml.hpp>
+#include <boost/msm/front/euml/stl.hpp>
+
+using namespace std;
+using namespace boost::msm::front::euml;
+namespace msm = boost::msm;
+namespace mpl = boost::mpl;
+
+// how long the timer will ring when countdown elapsed.
+#define RINGING_TIME 5
+
+namespace // Concrete FSM implementation
+{
+ // events
+ BOOST_MSM_EUML_DECLARE_ATTRIBUTE(std::string,m_song)
+ BOOST_MSM_EUML_ATTRIBUTES((attributes_ << m_song ), OneSongDef)
+ struct OneSong_impl : euml_event<OneSong_impl>,OneSongDef
+ {
+ OneSong_impl(){}
+ OneSong_impl(const string& asong)
+ {
+ get_attribute(m_song)=asong;
+ }
+ OneSong_impl(const char* asong)
+ {
+ get_attribute(m_song)=asong;
+ }
+ OneSong_impl(const OneSong_impl& asong)
+ {
+ get_attribute(m_song)=asong.get_attribute(m_song);
+ }
+ const string& get_data() const {return get_attribute(m_song);}
+ };
+ OneSong_impl const OneSong;
+
+ // attribute definitions
+ BOOST_MSM_EUML_DECLARE_ATTRIBUTE(vector<OneSong_impl>,m_src_container)
+ BOOST_MSM_EUML_DECLARE_ATTRIBUTE(vector<OneSong_impl>,m_tgt_container)
+ BOOST_MSM_EUML_DECLARE_ATTRIBUTE(std::string,m_letters)
+ BOOST_MSM_EUML_DECLARE_ATTRIBUTE(vector<OneSong_impl>::iterator,m_src_it)
+
+ // the same attribute name can be reused
+ BOOST_MSM_EUML_ATTRIBUTES((attributes_ << m_song ), NotFoundDef)
+ BOOST_MSM_EUML_EVENT_WITH_ATTRIBUTES(NotFound,NotFoundDef)
+
+ BOOST_MSM_EUML_ATTRIBUTES((attributes_ << m_song ), FoundDef)
+ BOOST_MSM_EUML_EVENT_WITH_ATTRIBUTES(Found,FoundDef)
+
+ BOOST_MSM_EUML_EVENT(Done)
+
+ // Concrete FSM implementation
+
+ // The list of FSM states
+ BOOST_MSM_EUML_STATE(( (push_back_(fsm_(m_tgt_container),event_(m_song))
+ ,process_(Done)),
+ no_action ),Insert)
+
+ BOOST_MSM_EUML_STATE(( if_then_else_( string_find_(event_(m_song),state_(m_letters)) != Npos_<string>() ,
+ process2_(Found,event_(m_song)),
+ process2_(NotFound,event_(m_song)) ) ,
+ no_action,
+ attributes_ << m_letters ),StringFind)
+
+ BOOST_MSM_EUML_STATE(( if_then_( state_(m_src_it) != end_(fsm_(m_src_container)),
+ process2_(OneSong,*(state_(m_src_it)++)) ),
+ no_action,
+ attributes_ << m_src_it ),Foreach)
+
+ // replaces the old transition table
+ BOOST_MSM_EUML_TRANSITION_TABLE((
+ StringFind == Foreach + OneSong ,
+ Insert == StringFind + Found ,
+ Foreach == StringFind + NotFound ,
+ Foreach == Insert + Done
+ // +------------------------------------------------------------------------------+
+ ),transition_table )
+
+ BOOST_MSM_EUML_ACTION(Log_No_Transition)
+ {
+ template <class FSM,class Event>
+ void operator()(Event const& e,FSM&,int state)
+ {
+ std::cout << "no transition from state " << state
+ << " on event " << typeid(e).name() << std::endl;
+ }
+ };
+ // create a state machine "on the fly"
+ BOOST_MSM_EUML_DECLARE_STATE_MACHINE(( transition_table, //STT
+ init_ << Foreach, // Init
+ (
+ clear_(fsm_(m_src_container)), //clear source
+ clear_(fsm_(m_tgt_container)), //clear results
+ push_back_(fsm_(m_src_container),
+ String_<mpl::string<'Let ','it ','be'> >()),//add a song
+ push_back_(fsm_(m_src_container),
+ String_<mpl::string<'Yell','ow s','ubma','rine'> >()),//add a song
+ push_back_(fsm_(m_src_container),
+ String_<mpl::string<'Twis','t an','d Sh','out'> >()),//add a song
+ push_back_(fsm_(m_src_container),
+ String_<mpl::string<'She ','love','s yo','u'> >()),//add a song
+ attribute_(substate_(Foreach()),m_src_it)
+ = begin_(fsm_(m_src_container)) //set the search begin
+ ), // Entry
+ no_action, // Exit
+ attributes_ << m_src_container // song list
+ << m_tgt_container, // result
+ configure_<< no_configure_,
+ Log_No_Transition
+ ),
+ iPodSearch_) //fsm name
+
+
+ // choice of back-end
+ typedef msm::back::state_machine<iPodSearch_> iPodSearch;
+
+ void test()
+ {
+ iPodSearch search;
+
+ // look for "She Loves You" using the first letters
+ search.get_state<BOOST_MSM_EUML_STATE_NAME(StringFind)&>().get_attribute(m_letters)="Sh";// will find 2 songs
+
+ // needed to start the highest-level SM. This will call on_entry and mark the start of the SM
+ search.start();
+ // display all the songs
+ for (vector<OneSong_impl>::const_iterator it = search.get_attribute(m_tgt_container).begin();
+ it != search.get_attribute(m_tgt_container).end();++it)
+ {
+ cout << "candidate song:" << (*it).get_attribute(m_song) << endl;
+ }
+
+ cout << "search using more letters" << endl;
+ // look for "She Loves You" using more letters
+ search.get_state<BOOST_MSM_EUML_STATE_NAME(StringFind)&>().get_attribute(m_letters)="She";// will find 1 song
+ search.start();
+ // display all the songs
+ for (vector<OneSong_impl>::const_iterator it = search.get_attribute(m_tgt_container).begin();
+ it != search.get_attribute(m_tgt_container).end();++it)
+ {
+ cout << "candidate song:" << (*it).get_attribute(m_song) << endl;
+ }
+ }
+}
+
+int main()
+{
+ test();
+ return 0;
+}
diff --git a/libs/msm/doc/PDF/examples/iPod_distributed/Events.hpp b/libs/msm/doc/PDF/examples/iPod_distributed/Events.hpp
new file mode 100644
index 0000000000..ce06e9f35a
--- /dev/null
+++ b/libs/msm/doc/PDF/examples/iPod_distributed/Events.hpp
@@ -0,0 +1,50 @@
+// 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)
+
+#ifndef EVENTS_HPP
+#define EVENTS_HPP
+
+//flags
+struct MenuActive{};
+// hardware-generated events
+struct Hold {};
+struct NoHold {};
+struct SouthPressed {};
+struct SouthReleased {};
+struct MiddleButton {};
+struct EastPressed{};
+struct EastReleased{};
+struct Off {};
+struct MenuButton {};
+
+// internally used events
+struct PlayPause {};
+struct EndPlay {};
+struct CloseMenu
+{
+ template<class EVENT>
+ CloseMenu(EVENT const &) {}
+};
+struct OnOffTimer {};
+struct MenuMiddleButton {};
+struct SelectSong {};
+struct SongFinished {};
+struct StartSong
+{
+ StartSong (int song_index):m_Selected(song_index){}
+ int m_Selected;
+};
+struct PreviousSong{};
+struct NextSong{};
+struct NextSongDerived : public NextSong{};
+struct ForwardTimer{};
+struct PlayingMiddleButton{};
+
+#endif // EVENTS_HPP
diff --git a/libs/msm/doc/PDF/examples/iPod_distributed/MenuMode.cpp b/libs/msm/doc/PDF/examples/iPod_distributed/MenuMode.cpp
new file mode 100644
index 0000000000..e23f167995
--- /dev/null
+++ b/libs/msm/doc/PDF/examples/iPod_distributed/MenuMode.cpp
@@ -0,0 +1,12 @@
+// 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 "MenuMode.hpp"
+BOOST_MSM_BACK_GENERATE_PROCESS_EVENT(MenuMode)
diff --git a/libs/msm/doc/PDF/examples/iPod_distributed/MenuMode.hpp b/libs/msm/doc/PDF/examples/iPod_distributed/MenuMode.hpp
new file mode 100644
index 0000000000..cad441cf37
--- /dev/null
+++ b/libs/msm/doc/PDF/examples/iPod_distributed/MenuMode.hpp
@@ -0,0 +1,62 @@
+// 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)
+
+#ifndef MENU_MODE_HPP
+#define MENU_MODE_HPP
+
+#include <iostream>
+#include <boost/any.hpp>
+
+#include "Events.hpp"
+#include <boost/msm/back/favor_compile_time.hpp>
+#include <boost/msm/back/state_machine.hpp>
+#include <boost/msm/front/state_machine_def.hpp>
+
+using namespace std;
+namespace msm = boost::msm;
+
+struct MenuMode_ : public msm::front::state_machine_def<MenuMode_>
+{
+ typedef mpl::vector1<MenuActive> flag_list;
+ struct WaitingForSongChoice : public msm::front::state<>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "starting: MenuMode::WaitingForSongChoice" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "finishing: MenuMode::WaitingForSongChoice" << std::endl;}
+ };
+ struct StartCurrentSong : public msm::front::state<>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "starting: MenuMode::StartCurrentSong" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "finishing: MenuMode::StartCurrentSong" << std::endl;}
+ };
+ struct MenuExit : public msm::front::exit_pseudo_state<CloseMenu>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "starting: MenuMode::WaitingForSongChoice" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "finishing: MenuMode::WaitingForSongChoice" << std::endl;}
+ };
+ typedef WaitingForSongChoice initial_state;
+ typedef MenuMode_ fsm; // makes transition table cleaner
+ // Transition table for player
+ struct transition_table : mpl::vector2<
+ // Start Event Next Action Guard
+ // +---------------------+------------------+-------------------+---------------------+----------------------+
+ _row < WaitingForSongChoice , MenuMiddleButton , StartCurrentSong >,
+ _row < StartCurrentSong , SelectSong , MenuExit >
+ // +---------------------+------------------+-------------------+---------------------+----------------------+
+ > {};
+};
+typedef msm::back::state_machine<MenuMode_> MenuMode;
+
+#endif
diff --git a/libs/msm/doc/PDF/examples/iPod_distributed/PlayingMode.cpp b/libs/msm/doc/PDF/examples/iPod_distributed/PlayingMode.cpp
new file mode 100644
index 0000000000..e35019c424
--- /dev/null
+++ b/libs/msm/doc/PDF/examples/iPod_distributed/PlayingMode.cpp
@@ -0,0 +1,12 @@
+// 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 "PlayingMode.hpp"
+BOOST_MSM_BACK_GENERATE_PROCESS_EVENT(PlayingMode)
diff --git a/libs/msm/doc/PDF/examples/iPod_distributed/PlayingMode.hpp b/libs/msm/doc/PDF/examples/iPod_distributed/PlayingMode.hpp
new file mode 100644
index 0000000000..1328041ae4
--- /dev/null
+++ b/libs/msm/doc/PDF/examples/iPod_distributed/PlayingMode.hpp
@@ -0,0 +1,251 @@
+// 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)
+
+#ifndef PLAYING_MODE_HPP
+#define PLAYING_MODE_HPP
+
+#include <iostream>
+#include <boost/any.hpp>
+#define FUSION_MAX_VECTOR_SIZE 20
+
+#include "Events.hpp"
+#include <boost/msm/back/favor_compile_time.hpp>
+#include <boost/msm/back/state_machine.hpp>
+#include <boost/msm/front/state_machine_def.hpp>
+#include <boost/msm/front/euml/euml.hpp>
+
+using namespace std;
+namespace msm = boost::msm;
+namespace euml = boost::msm::front::euml;
+
+struct PlayingMode_ : public msm::front::state_machine_def<PlayingMode_>
+{
+ //flags
+ struct NoFastFwd{};
+
+ struct Playing : public msm::front::state<default_base_state,msm::front::sm_ptr>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& )
+ {
+ std::cout << "starting: PlayingMode::Playing" << std::endl;
+ std::cout << "playing song:" << m_fsm->get_current_song() << std::endl;
+ }
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "finishing: PlayingMode::Playing" << std::endl;}
+ void set_sm_ptr(PlayingMode_* pl)
+ {
+ m_fsm = pl;
+ }
+ private:
+ PlayingMode_* m_fsm;
+ };
+ struct Paused : public msm::front::state<>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "starting: PlayingMode::Paused" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "finishing: PlayingMode::Paused" << std::endl;}
+ };
+ struct WaitingForNextPrev : public msm::front::state<>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "starting: PlayingMode::WaitingForNextPrev" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "finishing: PlayingMode::WaitingForNextPrev" << std::endl;}
+ };
+ struct WaitingForEnd : public msm::front::state<>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "starting: PlayingMode::WaitingForEnd" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "finishing: PlayingMode::WaitingForEnd" << std::endl;}
+ };
+ struct NoForward : public msm::front::state<>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "starting: PlayingMode::NoForward" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "finishing: PlayingMode::NoForward" << std::endl;}
+ };
+ struct ForwardPressed : public msm::front::state<>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& )
+ {
+ std::cout << "starting: PlayingMode::ForwardPressed," << "start timer" << std::endl;
+ }
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& )
+ {
+ std::cout << "finishing: PlayingMode::ForwardPressed," << "stop timer" << std::endl;
+ }
+ };
+ struct FastForward : public msm::front::state<>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& )
+ {
+ std::cout << "starting: PlayingMode::FastForward," << "start timer" << std::endl;
+ }
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& )
+ {
+ std::cout << "finishing: PlayingMode::FastForward," << "stop timer" << std::endl;
+ }
+ };
+ struct StdDisplay : public msm::front::state<>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "starting: PlayingMode::StdDisplay" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "finishing: PlayingMode::StdDisplay" << std::endl;}
+ };
+ struct SetPosition : public msm::front::state<>
+ {
+ typedef mpl::vector1<NoFastFwd> flag_list;
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "starting: PlayingMode::SetPosition" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "finishing: PlayingMode::SetPosition" << std::endl;}
+ };
+ struct SetMark : public msm::front::state<>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "starting: PlayingMode::SetMark" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "finishing: PlayingMode::SetMark" << std::endl;}
+ };
+ struct PlayingExit : public msm::front::exit_pseudo_state<EndPlay>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "starting: PlayingMode::PlayingExit" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "finishing: PlayingMode::PlayingExit" << std::endl;}
+ };
+ // transition action methods
+ struct inc_song_counter : euml::euml_action<inc_song_counter>
+ {
+ template <class FSM,class EVT,class SourceState,class TargetState>
+ void operator()(EVT const& ,FSM& fsm,SourceState& ,TargetState& )
+ {
+ if (++fsm.m_SongIndex <= fsm.m_NumberOfSongs )
+ {
+ std::cout << "playing song:" << fsm.m_SongIndex << std::endl;
+ }
+ else
+ {
+ // last song => end playing, next play will start at the beginning
+ fsm.m_SongIndex = 1;
+ fsm.process_event(EndPlay());
+ }
+ }
+ };
+
+ void select_song(StartSong const& evt)
+ {
+ if ((evt.m_Selected>0) && (evt.m_Selected<=m_NumberOfSongs))
+ {
+ m_SongIndex = evt.m_Selected;
+ std::cout << "selecting song:" << m_SongIndex << std::endl;
+ }
+ else
+ {
+ // play current song
+ std::cout << "selecting song:" << m_SongIndex << std::endl;
+ }
+ }
+ struct dec_song_counter : euml::euml_action<dec_song_counter>
+ {
+ template <class FSM,class EVT,class SourceState,class TargetState>
+ void operator()(EVT const& ,FSM& fsm,SourceState& ,TargetState& )
+ {
+ if (--fsm.m_SongIndex >0 )
+ {
+ std::cout << "playing song:" << fsm.m_SongIndex << std::endl;
+ }
+ else
+ {
+ // before first song => end playing
+ fsm.m_SongIndex = 1;
+ fsm.process_event(EndPlay());
+ }
+ }
+ };
+ struct send_NextSong : euml::euml_action<send_NextSong>
+ {
+ template <class FSM,class EVT,class SourceState,class TargetState>
+ void operator()(EVT const& ,FSM& fsm,SourceState& ,TargetState& )
+ {
+ fsm.process_event(NextSong());
+ }
+ };
+
+ void do_fast_forward(ForwardTimer const&)
+ {
+ std::cout << "moving song forward..." << std::endl;
+ }
+
+ // transition guard methods
+ struct fast_fwd_ok : euml::euml_action<fast_fwd_ok>
+ {
+ template <class FSM,class EVT,class SourceState,class TargetState>
+ bool operator()(EVT const& ,FSM& fsm,SourceState& ,TargetState& )
+ {
+ // guard accepts only if fast forward is possible (No SetPosition mode)
+ return !fsm.is_flag_active<NoFastFwd>();
+ }
+ };
+ // initial states / orthogonal zones
+ typedef mpl::vector5<Playing,WaitingForNextPrev,WaitingForEnd,NoForward,StdDisplay>
+ initial_state;
+ typedef PlayingMode_ fsm; // makes transition table cleaner
+ // Transition table for player
+ struct transition_table : mpl::vector19<
+ // Start Event Next Action Guard
+ // +--------------------+---------------------+--------------------+--------------------------+----------------------+
+ _row < Playing , PlayPause , Paused >,
+ _row < Playing , Off , Paused >,
+ a_row < Playing , StartSong , Playing , &fsm::select_song >,
+ _row < Paused , PlayPause , Playing >,
+ msm::front::Row < Playing , SongFinished , Playing , inc_song_counter , msm::front::none >,
+ a_row < Paused , StartSong , Playing , &fsm::select_song >,
+ // +--------------------+---------------------+--------------------+--------------------------+----------------------+
+ msm::front::Row < WaitingForNextPrev , PreviousSong , WaitingForNextPrev , dec_song_counter , msm::front::none >,
+ msm::front::Row < WaitingForNextPrev , NextSong , WaitingForNextPrev , inc_song_counter , msm::front::none >,
+ // +--------------------+---------------------+--------------------+--------------------------+----------------------+
+ _row < WaitingForEnd , EndPlay , PlayingExit >,
+ // +--------------------+---------------------+--------------------+--------------------------+----------------------+
+ msm::front::Row < NoForward , EastPressed , ForwardPressed , msm::front::none , fast_fwd_ok >,
+ msm::front::Row < ForwardPressed , EastReleased , NoForward , send_NextSong , msm::front::none >,
+ a_row < ForwardPressed , ForwardTimer , FastForward , &fsm::do_fast_forward >,
+ a_row < FastForward , ForwardTimer , FastForward , &fsm::do_fast_forward >,
+ _row < FastForward , EastReleased , NoForward >,
+ // +--------------------+---------------------+---------------------+--------------------------+----------------------+
+ _row < StdDisplay , PlayingMiddleButton , SetPosition >,
+ _row < SetPosition , StartSong , StdDisplay >,
+ _row < SetPosition , PlayingMiddleButton , SetMark >,
+ _row < SetMark , PlayingMiddleButton , StdDisplay >,
+ _row < SetMark , StartSong , StdDisplay >
+ // +--------------------+---------------------+---------------------+--------------------------+----------------------+
+ > {};
+ PlayingMode_():
+ m_SongIndex(1),
+ // for simplicity we decide there are 5 songs
+ m_NumberOfSongs(5){}
+
+ int get_current_song(){return m_SongIndex;}
+ int m_SongIndex;
+ int m_NumberOfSongs;
+
+};
+typedef msm::back::state_machine<PlayingMode_> PlayingMode;
+
+#endif // PLAYING_MODE_HPP
diff --git a/libs/msm/doc/PDF/examples/iPod_distributed/iPod.cpp b/libs/msm/doc/PDF/examples/iPod_distributed/iPod.cpp
new file mode 100644
index 0000000000..d5b3b79945
--- /dev/null
+++ b/libs/msm/doc/PDF/examples/iPod_distributed/iPod.cpp
@@ -0,0 +1,243 @@
+// 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 <vector>
+#include <set>
+#include <string>
+#include <iostream>
+#define FUSION_MAX_VECTOR_SIZE 20
+
+#include "boost/mpl/vector/vector50.hpp"
+#include <boost/msm/back/state_machine.hpp>
+#include <boost/msm/front/state_machine_def.hpp>
+
+#include "Events.hpp"
+#include "PlayingMode.hpp"
+#include "MenuMode.hpp"
+
+using namespace std;
+namespace msm = boost::msm;
+
+namespace // Concrete FSM implementation
+{
+ struct iPod_;
+ typedef msm::back::state_machine<iPod_,
+ ::boost::msm::back::favor_compile_time> iPod;
+
+ // Concrete FSM implementation
+ struct iPod_ : public msm::front::state_machine_def<iPod_>
+ {
+ // The list of FSM states
+ struct NotHolding : public msm::front::state<>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "starting: NotHolding" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "finishing: NotHolding" << std::endl;}
+ };
+ struct Holding : public msm::front::interrupt_state<NoHold>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "starting: Holding" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "finishing: Holding" << std::endl;}
+ };
+ struct NotPlaying : public msm::front::state<>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "starting: NotPlaying" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "finishing: NotPlaying" << std::endl;}
+ };
+ struct NoMenuMode : public msm::front::state<>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "starting: NoMenuMode" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "finishing: NoMenuMode" << std::endl;}
+ };
+ struct NoOnOffButton : public msm::front::state<>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "starting: NoOnOffButton" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "finishing: NoOnOffButton" << std::endl;}
+ };
+ struct OffDown : public msm::front::state<>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "starting: OffDown, start timer" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "finishing: OffDown, end timer" << std::endl;}
+ };
+ struct PlayerOff : public msm::front::state<>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "starting: PlayerOff" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "finishing: PlayerOff" << std::endl;}
+ };
+ struct CheckMiddleButton : public msm::front::state<>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "starting: CheckMiddleButton" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "finishing: CheckMiddleButton" << std::endl;}
+ };
+
+ // the initial state of the player SM. Must be defined
+ typedef mpl::vector5<NotHolding,NotPlaying,NoMenuMode,NoOnOffButton,CheckMiddleButton>
+ initial_state;
+ // transition actions
+ void send_ActivateMenu(EndPlay const&)
+ {
+ std::cout << "leaving Playing" << std::endl;
+ // we need to activate the menu and simulate its button
+ (static_cast<iPod*>(this))->process_event(MenuButton());
+ }
+ void send_StartSong(CloseMenu const&)
+ {
+ // we suppose the 5th song was selected
+ (static_cast<iPod*>(this))->process_event(StartSong(5));
+ }
+ void send_PlayPause(SouthReleased const&)
+ {
+ // action using the message queue to generate another event
+ (static_cast<iPod*>(this))->process_event(PlayPause());
+ }
+ void send_Off(OnOffTimer const&)
+ {
+ std::cout << "turning player off" << std::endl;
+ (static_cast<iPod*>(this))->process_event(Off());
+ }
+ void send_PlayingMiddleButton(MiddleButton const&)
+ {
+ (static_cast<iPod*>(this))->process_event(PlayingMiddleButton());
+ }
+ void send_MenuMiddleButton(MiddleButton const&)
+ {
+ (static_cast<iPod*>(this))->process_event(MenuMiddleButton());
+ }
+ // guard conditions
+ bool is_menu(MiddleButton const&)
+ {
+ return (static_cast<iPod*>(this))->is_flag_active<MenuActive>();
+ }
+ bool is_no_menu(MiddleButton const& evt)
+ {
+ return !is_menu(evt);
+ }
+ template <class EVENT>
+ void switch_on(EVENT const&)
+ {
+ std::cout << "turning player on" << std::endl;
+ }
+ typedef iPod_ fsm; // makes transition table cleaner
+
+ // Transition table for player
+ struct transition_table : mpl::vector<
+ // Start Event Next Action Guard
+ // +-------------------+---------------+-------------------+--------------------------------+----------------------+
+ _row < NotHolding , Hold , Holding >,
+ _row < Holding , NoHold , NotHolding >,
+ // +-------------------+---------------+-------------------+--------------------------------+----------------------+
+ _row < NotPlaying , PlayPause , PlayingMode >,
+ a_row < PlayingMode::exit_pt<PlayingMode_::
+ PlayingExit> , EndPlay , NotPlaying , &fsm::send_ActivateMenu >,
+ // +-------------------+---------------+-------------------+--------------------------------+----------------------+
+ _row < NoMenuMode , MenuButton , MenuMode >,
+ a_row < MenuMode::exit_pt<MenuMode_::
+ MenuExit> , CloseMenu , NoMenuMode , &fsm::send_StartSong >,
+ // +-------------------+---------------+-------------------+--------------------------------+----------------------+
+ _row < NoOnOffButton , SouthPressed , OffDown >,
+ a_row < OffDown , SouthReleased , NoOnOffButton , &fsm::send_PlayPause >,
+ a_row < OffDown , OnOffTimer , PlayerOff , &fsm::send_Off >,
+ a_row < PlayerOff , SouthPressed , NoOnOffButton , &fsm::switch_on >,
+ a_row < PlayerOff , NoHold , NoOnOffButton , &fsm::switch_on >,
+ // +-------------------+---------------+--------------------+--------------------------------+----------------------+
+ row < CheckMiddleButton , MiddleButton , CheckMiddleButton , &fsm::send_PlayingMiddleButton , &fsm::is_menu >,
+ row < CheckMiddleButton , MiddleButton , CheckMiddleButton , &fsm::send_MenuMiddleButton , &fsm::is_no_menu >
+ // +-------------------+---------------+--------------------+--------------------------------+----------------------+
+ > {};
+
+ // 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;
+ }
+ };
+
+ void test()
+ {
+ iPod sm;
+ sm.start();
+ // we first press Hold
+ std::cout << "pressing hold" << std::endl;
+ sm.process_event(Hold());
+ // pressing a button is now ignored
+ std::cout << "pressing a button" << std::endl;
+ sm.process_event(SouthPressed());
+ // or even one contained in a submachine
+ sm.process_event(EastPressed());
+ // no more holding
+ std::cout << "no more holding, end interrupt event sent" << std::endl;
+ sm.process_event(NoHold());
+ std::cout << "pressing South button a short time" << std::endl;
+ sm.process_event(SouthPressed());
+ // we suppose a short pressing leading to playing a song
+ sm.process_event(SouthReleased());
+ // we move to the next song
+ std::cout << "we move to the next song" << std::endl;
+ sm.process_event(NextSong());
+ // then back to no song => exit from playing, menu active
+ std::cout << "we press twice the West button (simulated)=> end of playing" << std::endl;
+ sm.process_event(PreviousSong());
+ sm.process_event(PreviousSong());
+ // even in menu mode, pressing play will start playing the first song
+ std::cout << "pressing play/pause" << std::endl;
+ sm.process_event(SouthPressed());
+ sm.process_event(SouthReleased());
+ // of course pausing must be possible
+ std::cout << "pressing play/pause" << std::endl;
+ sm.process_event(SouthPressed());
+ sm.process_event(SouthReleased());
+ std::cout << "pressing play/pause" << std::endl;
+ sm.process_event(SouthPressed());
+ sm.process_event(SouthReleased());
+ // while playing, you can fast forward
+ std::cout << "pressing East button a long time" << std::endl;
+ sm.process_event(EastPressed());
+ // let's suppose the timer just fired
+ sm.process_event(ForwardTimer());
+ sm.process_event(ForwardTimer());
+ // end of fast forwarding
+ std::cout << "releasing East button" << std::endl;
+ sm.process_event(EastReleased());
+ // we now press the middle button to set playing at a given position
+ std::cout << "pressing Middle button, fast forwarding disabled" << std::endl;
+ sm.process_event(MiddleButton());
+ std::cout <<"pressing East button to fast forward" << std::endl;
+ sm.process_event(EastPressed());
+ // we switch off and on
+ std::cout <<"switch off player" << std::endl;
+ sm.process_event(SouthPressed());
+ sm.process_event(OnOffTimer());
+ std::cout <<"switch on player" << std::endl;
+ sm.process_event(SouthPressed());
+ }
+}
+
+int main()
+{
+ test();
+ return 0;
+}
diff --git a/libs/msm/doc/PDF/examples/ipod_functors.hpp b/libs/msm/doc/PDF/examples/ipod_functors.hpp
new file mode 100644
index 0000000000..c49c3473dd
--- /dev/null
+++ b/libs/msm/doc/PDF/examples/ipod_functors.hpp
@@ -0,0 +1,248 @@
+// 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)
+
+#ifndef IPOD_FUNCTORS_HPP
+#define IPOD_FUNCTORS_HPP
+#include <boost/msm/front/euml/euml.hpp>
+
+BOOST_MSM_EUML_ACTION(NotHolding_Entry)
+{
+ template <class Event,class FSM,class STATE>
+ void operator()(Event const&,FSM&,STATE& )
+ {
+ std::cout << "entering: NotHolding" << std::endl;
+ }
+};
+BOOST_MSM_EUML_ACTION(Holding_Entry)
+{
+ template <class Event,class FSM,class STATE>
+ void operator()(Event const&,FSM&,STATE& )
+ {
+ std::cout << "entering: Holding" << std::endl;
+ }
+};
+BOOST_MSM_EUML_ACTION(NotPlaying_Entry)
+{
+ template <class Event,class FSM,class STATE>
+ void operator()(Event const&,FSM&,STATE& )
+ {
+ std::cout << "entering: NotPlaying" << std::endl;
+ }
+};
+BOOST_MSM_EUML_ACTION(NoMenuMode_Entry)
+{
+ template <class Event,class FSM,class STATE>
+ void operator()(Event const&,FSM&,STATE& )
+ {
+ std::cout << "entering: NoMenuMode" << std::endl;
+ }
+};
+BOOST_MSM_EUML_ACTION(NoOnOffButton_Entry)
+{
+ template <class Event,class FSM,class STATE>
+ void operator()(Event const&,FSM&,STATE& )
+ {
+ std::cout << "entering: NoOnOffButton" << std::endl;
+ }
+};
+BOOST_MSM_EUML_ACTION(OffDown_Entry)
+{
+ template <class Event,class FSM,class STATE>
+ void operator()(Event const&,FSM&,STATE& )
+ {
+ std::cout << "entering: OffDown" << std::endl;
+ }
+};
+BOOST_MSM_EUML_ACTION(PlayerOff_Entry)
+{
+ template <class Event,class FSM,class STATE>
+ void operator()(Event const&,FSM&,STATE& )
+ {
+ std::cout << "entering: PlayerOff" << std::endl;
+ }
+};
+BOOST_MSM_EUML_ACTION(CheckMiddleButton_Entry)
+{
+ template <class Event,class FSM,class STATE>
+ void operator()(Event const&,FSM&,STATE& )
+ {
+ std::cout << "entering: CheckMiddleButton" << std::endl;
+ }
+};
+BOOST_MSM_EUML_ACTION(Playing_Entry)
+{
+ template <class Event,class FSM,class STATE>
+ void operator()(Event const&,FSM& fsm,STATE& )
+ {
+ std::cout << "entering: Playing" << std::endl;
+ std::cout << "playing song:" << fsm.get_attribute(m_SongIndex) << std::endl;
+ }
+};
+BOOST_MSM_EUML_ACTION(WaitingForNextPrev_Entry)
+{
+ template <class Event,class FSM,class STATE>
+ void operator()(Event const&,FSM&,STATE& )
+ {
+ std::cout << "entering: WaitingForNextPrev" << std::endl;
+ }
+};
+BOOST_MSM_EUML_ACTION(Paused_Entry)
+{
+ template <class Event,class FSM,class STATE>
+ void operator()(Event const&,FSM&,STATE& )
+ {
+ std::cout << "entering: Paused" << std::endl;
+ }
+};
+BOOST_MSM_EUML_ACTION(WaitingForEnd_Entry)
+{
+ template <class Event,class FSM,class STATE>
+ void operator()(Event const&,FSM&,STATE& )
+ {
+ std::cout << "entering: OffDown" << std::endl;
+ }
+};
+BOOST_MSM_EUML_ACTION(NoForward_Entry)
+{
+ template <class Event,class FSM,class STATE>
+ void operator()(Event const&,FSM&,STATE& )
+ {
+ std::cout << "entering: NoForward" << std::endl;
+ }
+};
+BOOST_MSM_EUML_ACTION(ForwardPressed_Entry)
+{
+ template <class Event,class FSM,class STATE>
+ void operator()(Event const&,FSM&,STATE& )
+ {
+ std::cout << "entering: ForwardPressed" << std::endl;
+ }
+};
+BOOST_MSM_EUML_ACTION(ForwardPressed_Exit)
+{
+ template <class Event,class FSM,class STATE>
+ void operator()(Event const&,FSM&,STATE& )
+ {
+ std::cout << "leaving: ForwardPressed" << std::endl;
+ }
+};
+BOOST_MSM_EUML_ACTION(FastForward_Entry)
+{
+ template <class Event,class FSM,class STATE>
+ void operator()(Event const&,FSM&,STATE& )
+ {
+ std::cout << "entering: FastForward" << std::endl;
+ }
+};
+BOOST_MSM_EUML_ACTION(FastForward_Exit)
+{
+ template <class Event,class FSM,class STATE>
+ void operator()(Event const&,FSM&,STATE& )
+ {
+ std::cout << "leaving: FastForward" << std::endl;
+ }
+};
+BOOST_MSM_EUML_ACTION(StdDisplay_Entry)
+{
+ template <class Event,class FSM,class STATE>
+ void operator()(Event const&,FSM&,STATE& )
+ {
+ std::cout << "entering: StdDisplay" << std::endl;
+ }
+};
+BOOST_MSM_EUML_ACTION(SetPosition_Entry)
+{
+ template <class Event,class FSM,class STATE>
+ void operator()(Event const&,FSM&,STATE& )
+ {
+ std::cout << "entering: SetPosition" << std::endl;
+ }
+};
+BOOST_MSM_EUML_ACTION(SetMark_Entry)
+{
+ template <class Event,class FSM,class STATE>
+ void operator()(Event const&,FSM&,STATE& )
+ {
+ std::cout << "entering: SetMark" << std::endl;
+ }
+};
+BOOST_MSM_EUML_ACTION(PlayingExit_Entry)
+{
+ template <class Event,class FSM,class STATE>
+ void operator()(Event const&,FSM&,STATE& )
+ {
+ std::cout << "entering: PlayingExit" << std::endl;
+ }
+};
+BOOST_MSM_EUML_ACTION(WaitingForSongChoice_Entry)
+{
+ template <class Event,class FSM,class STATE>
+ void operator()(Event const&,FSM&,STATE& )
+ {
+ std::cout << "entering: WaitingForSongChoice" << std::endl;
+ }
+};
+BOOST_MSM_EUML_ACTION(StartCurrentSong_Entry)
+{
+ template <class Event,class FSM,class STATE>
+ void operator()(Event const&,FSM&,STATE& )
+ {
+ std::cout << "entering: StartCurrentSong" << std::endl;
+ }
+};
+BOOST_MSM_EUML_ACTION(MenuExit_Entry)
+{
+ template <class Event,class FSM,class STATE>
+ void operator()(Event const&,FSM&,STATE& )
+ {
+ std::cout << "entering: MenuExit" << std::endl;
+ }
+};
+BOOST_MSM_EUML_ACTION(show_selected_song)
+{
+ template <class FSM,class EVT,class SourceState,class TargetState>
+ void operator()(EVT const& ,FSM& fsm,SourceState& ,TargetState& )
+ {
+ std::cout << "selecting song:" << fsm.get_attribute(m_SongIndex) << std::endl;
+ }
+};
+BOOST_MSM_EUML_ACTION(do_fast_forward)
+{
+ template <class FSM,class EVT,class SourceState,class TargetState>
+ void operator()(EVT const& ,FSM& fsm,SourceState& ,TargetState& )
+ {
+ std::cout << "moving song forward..." << std::endl;
+ }
+};
+BOOST_MSM_EUML_ACTION(show_playing_song)
+{
+ template <class FSM,class EVT,class SourceState,class TargetState>
+ void operator()(EVT const& ,FSM& fsm,SourceState& ,TargetState& )
+ {
+ std::cout << "playing song:" << fsm.get_attribute(m_SongIndex) << std::endl;
+ }
+};
+BOOST_MSM_EUML_ACTION(show_player_off)
+{
+ template <class FSM,class EVT,class SourceState,class TargetState>
+ void operator()(EVT const& ,FSM& fsm,SourceState& ,TargetState& )
+ {
+ std::cout << "turning player off" << std::endl;
+ }
+};
+BOOST_MSM_EUML_ACTION(show_player_on)
+{
+ template <class FSM,class EVT,class SourceState,class TargetState>
+ void operator()(EVT const& ,FSM& fsm,SourceState& ,TargetState& )
+ {
+ std::cout << "turning player on" << std::endl;
+ }
+};
+#endif
diff --git a/libs/msm/doc/PDF/examples/logging_functors.h b/libs/msm/doc/PDF/examples/logging_functors.h
new file mode 100644
index 0000000000..7e68cedb07
--- /dev/null
+++ b/libs/msm/doc/PDF/examples/logging_functors.h
@@ -0,0 +1,370 @@
+// 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)
+
+#ifndef LOGGING_FUNCTORS
+#define LOGGING_FUNCTORS
+
+BOOST_MSM_EUML_ACTION(Empty_Entry)
+{
+ template <class Event,class FSM,class STATE>
+ void operator()(Event const&,FSM&,STATE& )
+ {
+ std::cout << "entering: Empty" << std::endl;
+ }
+};
+BOOST_MSM_EUML_ACTION(Empty_Exit)
+{
+ template <class Event,class FSM,class STATE>
+ void operator()(Event const&,FSM&,STATE& )
+ {
+ std::cout << "leaving: Empty" << std::endl;
+ }
+};
+
+BOOST_MSM_EUML_ACTION(Open_Entry)
+{
+ template <class Event,class FSM,class STATE>
+ void operator()(Event const&,FSM&,STATE& )
+ {
+ std::cout << "entering: Open" << std::endl;
+ }
+};
+BOOST_MSM_EUML_ACTION(Open_Exit)
+{
+ template <class Event,class FSM,class STATE>
+ void operator()(Event const&,FSM&,STATE& )
+ {
+ std::cout << "leaving: Open" << std::endl;
+ }
+};
+
+BOOST_MSM_EUML_ACTION(Stopped_Entry)
+{
+ template <class Event,class FSM,class STATE>
+ void operator()(Event const&,FSM&,STATE& )
+ {
+ std::cout << "entering: Stopped" << std::endl;
+ }
+};
+BOOST_MSM_EUML_ACTION(Stopped_Exit)
+{
+ template <class Event,class FSM,class STATE>
+ void operator()(Event const&,FSM&,STATE& )
+ {
+ std::cout << "leaving: Stopped" << std::endl;
+ }
+};
+
+BOOST_MSM_EUML_ACTION(AllOk_Entry)
+{
+ template <class Event,class FSM,class STATE>
+ void operator()(Event const&,FSM&,STATE& )
+ {
+ std::cout << "starting: AllOk" << std::endl;
+ }
+};
+BOOST_MSM_EUML_ACTION(AllOk_Exit)
+{
+ template <class Event,class FSM,class STATE>
+ void operator()(Event const&,FSM&,STATE& )
+ {
+ std::cout << "finishing: AllOk" << std::endl;
+ }
+};
+
+BOOST_MSM_EUML_ACTION(ErrorMode_Entry)
+{
+ template <class Event,class FSM,class STATE>
+ void operator()(Event const&,FSM&,STATE& )
+ {
+ std::cout << "starting: ErrorMode" << std::endl;
+ }
+};
+BOOST_MSM_EUML_ACTION(ErrorMode_Exit)
+{
+ template <class Event,class FSM,class STATE>
+ void operator()(Event const&,FSM&,STATE& )
+ {
+ std::cout << "finishing: ErrorMode" << std::endl;
+ }
+};
+
+BOOST_MSM_EUML_ACTION(Playing_Entry)
+{
+ template <class Event,class FSM,class STATE>
+ void operator()(Event const&,FSM&,STATE& )
+ {
+ std::cout << "entering: Playing" << std::endl;
+ }
+};
+BOOST_MSM_EUML_ACTION(Playing_Exit)
+{
+ template <class Event,class FSM,class STATE>
+ void operator()(Event const&,FSM&,STATE& )
+ {
+ std::cout << "leaving: Playing" << std::endl;
+ }
+};
+
+BOOST_MSM_EUML_ACTION(Song1_Entry)
+{
+ template <class Event,class FSM,class STATE>
+ void operator()(Event const&,FSM&,STATE& )
+ {
+ std::cout << "starting: First song" << std::endl;
+ }
+};
+BOOST_MSM_EUML_ACTION(Song1_Exit)
+{
+ template <class Event,class FSM,class STATE>
+ void operator()(Event const&,FSM&,STATE& )
+ {
+ std::cout << "finishing: First Song" << std::endl;
+ }
+};
+
+BOOST_MSM_EUML_ACTION(Song2_Entry)
+{
+ template <class Event,class FSM,class STATE>
+ void operator()(Event const&,FSM&,STATE& )
+ {
+ std::cout << "starting: Second song" << std::endl;
+ }
+};
+BOOST_MSM_EUML_ACTION(Song2_Exit)
+{
+ template <class Event,class FSM,class STATE>
+ void operator()(Event const&,FSM&,STATE& )
+ {
+ std::cout << "finishing: Second Song" << std::endl;
+ }
+};
+
+BOOST_MSM_EUML_ACTION(Song3_Entry)
+{
+ template <class Event,class FSM,class STATE>
+ void operator()(Event const&,FSM&,STATE& )
+ {
+ std::cout << "starting: Third song" << std::endl;
+ }
+};
+BOOST_MSM_EUML_ACTION(Song3_Exit)
+{
+ template <class Event,class FSM,class STATE>
+ void operator()(Event const&,FSM&,STATE& )
+ {
+ std::cout << "finishing: Third Song" << std::endl;
+ }
+};
+
+BOOST_MSM_EUML_ACTION(Region2State1_Entry)
+{
+ template <class Event,class FSM,class STATE>
+ void operator()(Event const&,FSM&,STATE& )
+ {
+ std::cout << "starting: Region2State1" << std::endl;
+ }
+};
+BOOST_MSM_EUML_ACTION(Region2State1_Exit)
+{
+ template <class Event,class FSM,class STATE>
+ void operator()(Event const&,FSM&,STATE& )
+ {
+ std::cout << "finishing: Region2State1" << std::endl;
+ }
+};
+BOOST_MSM_EUML_ACTION(Region2State2_Entry)
+{
+ template <class Event,class FSM,class STATE>
+ void operator()(Event const&,FSM&,STATE& )
+ {
+ std::cout << "starting: Region2State2" << std::endl;
+ }
+};
+BOOST_MSM_EUML_ACTION(Region2State2_Exit)
+{
+ template <class Event,class FSM,class STATE>
+ void operator()(Event const&,FSM&,STATE& )
+ {
+ std::cout << "finishing: Region2State2" << std::endl;
+ }
+};
+// transition actions for Playing
+BOOST_MSM_EUML_ACTION(start_next_song)
+{
+ template <class FSM,class EVT,class SourceState,class TargetState>
+ void operator()(EVT const& ,FSM&,SourceState& ,TargetState& )
+ {
+ std::cout << "Playing::start_next_song" << endl;
+ }
+};
+BOOST_MSM_EUML_ACTION(start_prev_song)
+{
+ template <class FSM,class EVT,class SourceState,class TargetState>
+ void operator()(EVT const& ,FSM&,SourceState& ,TargetState& )
+ {
+ std::cout << "Playing::start_prev_song" << endl;
+ }
+};
+
+// transition actions
+BOOST_MSM_EUML_ACTION(start_playback)
+{
+ template <class FSM,class EVT,class SourceState,class TargetState>
+ void operator()(EVT const& ,FSM&,SourceState& ,TargetState& )
+ {
+ cout << "player::start_playback" << endl;
+ }
+};
+BOOST_MSM_EUML_ACTION(open_drawer)
+{
+ template <class FSM,class EVT,class SourceState,class TargetState>
+ void operator()(EVT const& ,FSM&,SourceState& ,TargetState& )
+ {
+ cout << "player::open_drawer" << endl;
+ }
+};
+BOOST_MSM_EUML_ACTION(close_drawer)
+{
+ template <class FSM,class EVT,class SourceState,class TargetState>
+ void operator()(EVT const& ,FSM&,SourceState& ,TargetState& )
+ {
+ cout << "player::close_drawer" << endl;
+ }
+};
+BOOST_MSM_EUML_ACTION(store_cd_info)
+{
+ template <class FSM,class EVT,class SourceState,class TargetState>
+ void operator()(EVT const&, FSM& ,SourceState& ,TargetState& )
+ {
+ cout << "player::store_cd_info" << endl;
+ // it is now easy to use the message queue.
+ // alternatively to the proces_ in the transition table, we could write:
+ // fsm.process_event(play());
+ }
+};
+BOOST_MSM_EUML_ACTION(stop_playback)
+{
+ template <class FSM,class EVT,class SourceState,class TargetState>
+ void operator()(EVT const& ,FSM&,SourceState& ,TargetState& )
+ {
+ cout << "player::stop_playback" << endl;
+ }
+};
+BOOST_MSM_EUML_ACTION(pause_playback)
+{
+ template <class FSM,class EVT,class SourceState,class TargetState>
+ void operator()(EVT const& ,FSM&,SourceState& ,TargetState& )
+ {
+ cout << "player::pause_playback" << endl;
+ }
+};
+BOOST_MSM_EUML_ACTION(resume_playback)
+{
+ template <class FSM,class EVT,class SourceState,class TargetState>
+ void operator()(EVT const& ,FSM&,SourceState& ,TargetState& )
+ {
+ cout << "player::resume_playback" << endl;
+ }
+};
+BOOST_MSM_EUML_ACTION(stop_and_open)
+{
+ template <class FSM,class EVT,class SourceState,class TargetState>
+ void operator()(EVT const& ,FSM&,SourceState& ,TargetState& )
+ {
+ cout << "player::stop_and_open" << endl;
+ }
+};
+BOOST_MSM_EUML_ACTION(stopped_again)
+{
+ template <class FSM,class EVT,class SourceState,class TargetState>
+ void operator()(EVT const& ,FSM&,SourceState& ,TargetState& )
+ {
+ cout << "player::stopped_again" << endl;
+ }
+};
+
+BOOST_MSM_EUML_ACTION(report_error)
+{
+ template <class FSM,class EVT,class SourceState,class TargetState>
+ void operator()(EVT const& ,FSM&,SourceState& ,TargetState& )
+ {
+ cout << "player::report_error" << endl;
+ }
+};
+
+BOOST_MSM_EUML_ACTION(report_end_error)
+{
+ template <class FSM,class EVT,class SourceState,class TargetState>
+ void operator()(EVT const& ,FSM&,SourceState& ,TargetState& )
+ {
+ cout << "player::report_end_error" << endl;
+ }
+};
+BOOST_MSM_EUML_ACTION(internal_action1)
+{
+ template <class FSM,class EVT,class SourceState,class TargetState>
+ void operator()(EVT const&, FSM& ,SourceState& ,TargetState& )
+ {
+ cout << "Open::internal action1" << endl;
+ }
+};
+BOOST_MSM_EUML_ACTION(internal_action2)
+{
+ template <class FSM,class EVT,class SourceState,class TargetState>
+ void operator()(EVT const&, FSM& ,SourceState& ,TargetState& )
+ {
+ cout << "Open::internal action2" << endl;
+ }
+};
+BOOST_MSM_EUML_ACTION(internal_action)
+{
+ template <class FSM,class EVT,class SourceState,class TargetState>
+ void operator()(EVT const&, FSM& ,SourceState& ,TargetState& )
+ {
+ cout << "Open::internal action" << endl;
+ }
+};
+enum DiskTypeEnum
+{
+ DISK_CD=0,
+ DISK_DVD=1
+};
+
+// Handler called when no_transition detected
+BOOST_MSM_EUML_ACTION(Log_No_Transition)
+{
+ template <class FSM,class Event>
+ void operator()(Event const& e,FSM&,int state)
+ {
+ std::cout << "no transition from state " << state
+ << " on event " << typeid(e).name() << std::endl;
+ }
+};
+
+BOOST_MSM_EUML_ACTION(internal_guard1)
+{
+ template <class FSM,class EVT,class SourceState,class TargetState>
+ bool operator()(EVT const&, FSM& ,SourceState& ,TargetState& )
+ {
+ cout << "Open::internal guard1" << endl;
+ return false;
+ }
+};
+BOOST_MSM_EUML_ACTION(internal_guard2)
+{
+ template <class FSM,class EVT,class SourceState,class TargetState>
+ bool operator()(EVT const&, FSM& ,SourceState& ,TargetState& )
+ {
+ cout << "Open::internal guard2" << endl;
+ return false;
+ }
+};
+#endif // LOGGING_FUNCTORS
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diff --git a/libs/msm/doc/src/msm.xml b/libs/msm/doc/src/msm.xml
new file mode 100644
index 0000000000..65c9153a1c
--- /dev/null
+++ b/libs/msm/doc/src/msm.xml
@@ -0,0 +1,8442 @@
+<?xml version="1.0" encoding="UTF-8"?>
+<?oxygen RNGSchema="http://www.oasis-open.org/docbook/xml/5.0/rng/docbook.rng" type="xml"?>
+<book xmlns="http://docbook.org/ns/docbook" xmlns:xlink="http://www.w3.org/1999/xlink" version="5.0">
+ <info>
+ <title>Meta State Machine (MSM)</title>
+ <author>
+ <personname>Christophe Henry</personname>
+ <email>christophe.j.henry@googlemail.com</email>
+ </author>
+ <copyright>
+ <year>2008-2010</year>
+ <holder>
+ <phrase> Distributed under the Boost Software License, Version 1.0. (See
+ accompanying file LICENSE_1_0.txt or copy at <link
+ xlink:href="http://www.boost.org/LICENSE_1_0.txt"
+ >http://www.boost.org/LICENSE_1_0.txt</link> ) </phrase>
+ </holder>
+ </copyright>
+ </info>
+ <preface>
+ <title>Preface</title>
+ <para>MSM is a library allowing you to easily and quickly define state machines of very high
+ performance. From this point, two main questions usually quickly arise, so please allow
+ me to try answering them upfront.</para>
+ <para>
+ <itemizedlist>
+ <listitem>
+ <para>When do I need a state machine?</para>
+ <para>More often that you think. Very often, one defined a state machine
+ informally without even noticing it. For example, one declares inside a
+ class some boolean attribute, say to remember that a task has been
+ completed. Later the boolean actually needs a third value, so it becomes an
+ int. A few weeks, a second attribute is needed. Then a third. Soon, you find
+ yourself writing:</para>
+ <para><code>void incoming_data(data)</code></para>
+ <para><code>{</code></para>
+ <para><code> if (data == packet_3 &amp;&amp; flag1 == work_done &amp;&amp; flag2
+ > step3)...</code></para>
+ <para><code>}</code></para>
+ <para>This starts to look like event processing (contained inside data) if some
+ stage of the object life has been achieved (but is ugly).</para>
+ <para>This could be a protocol definition and it is a common use case for state
+ machines. Another common one is a user interface. The stage of the user's
+ interaction defines if some button is active, a functionality is available,
+ etc.</para>
+ <para>But there are many more use cases if you start looking. Actually, a whole
+ model-driven development method, Executable UML
+ (http://en.wikipedia.org/wiki/Executable_UML) specifies its complete dynamic
+ behavior using state machines. Class diagram, state machine diagrams, and an
+ action language are all you absolutely need in the Executable UML
+ world.</para>
+ </listitem>
+ <listitem>
+ <para>Another state machine library? What for?</para>
+ <para>True, there are many state machine libraries. This should already be an
+ indication that if you're not using any of them, you might be missing
+ something. Why should you use this one? Unfortunately, when looking for a
+ good state machine library, you usually pretty fast hit one or several of
+ the following snags:<itemizedlist>
+ <listitem>
+ <para>speed: "state machines are slow" is usually the first
+ criticism you might hear. While it is often an excuse not to use
+ any and instead resort to dirty, hand-written implementations (I
+ mean, no, yours are not dirty of course, I'm talking about other
+ developers). MSM removes this often feeble excuse because it is
+ blazingly fast. Most hand-written implementations will be beaten
+ by MSM.</para>
+ </listitem>
+ <listitem>
+ <para>ease of use: good argument. If you used another library, you
+ are probably right. Many state machine definitions will look
+ similar to:</para>
+ <para><code>state s1 = new State; // a state</code></para>
+ <para><code>state s2 = new State; // another state</code></para>
+ <para><code>event e = new Event; // event</code></para>
+ <para><code>s1->addTransition(e,s2); // transition s1 ->
+ s2</code></para>
+ <para>The more transitions you have, the less readable it is. A long
+ time ago, there was not so much Java yet, and many electronic
+ systems were built with a state machine defined by a simple
+ transition table. You could easily see the whole structure and
+ immediately see if you forgot some transitions. Thanks to our
+ new OO techniques, this ease of use was gone. MSM gives you back
+ the transition table and reduces the noise to the
+ minimum.</para>
+ </listitem>
+ <listitem>
+ <para>expressiveness: MSM offers several front-ends and constantly
+ tries to improve state machine definition techniques. For
+ example, you can define a transition with eUML (one of MSM's
+ front-ends) as:</para>
+ <para><code>state1 == state2 + event [condition] /
+ action</code></para>
+ <para>This is not simply syntactic sugar. Such a formalized,
+ readable structure allows easy communication with domain experts
+ of a software to be constructed. Having domain experts
+ understand your code will greatly reduce the number of
+ bugs.</para>
+ </listitem>
+ <listitem>
+ <para>model-driven-development: a common difficulty of a
+ model-driven development is the complexity of making a
+ round-trip (generating code from model and then model from
+ code). This is due to the fact that if a state machine structure
+ is hard for you to read, chances are that your parsing tool will
+ also have a hard time. MSM's syntax will hopefully help tool
+ writers.</para>
+ </listitem>
+ <listitem>
+ <para>features: most developers use only 20% of the richly defined
+ UML standard. Unfortunately, these are never the same 20% for
+ all. And so, very likely, one will need something from the
+ standard which is not implemented. MSM offers a very large part
+ of the standard, with more on the way.</para>
+ </listitem>
+ </itemizedlist></para>
+ <para>Let us not wait any longer, I hope you will enjoy MSM and have fun with
+ it!</para>
+ </listitem>
+ </itemizedlist>
+ </para>
+ </preface>
+ <part>
+ <title>User' guide</title>
+ <chapter>
+ <title>Founding idea</title>
+ <para>Let's start with an example taken from the C++ Template Metaprogramming
+ book:</para>
+ <programlisting>class player : public state_machine&lt;player>
+{
+ // The list of FSM states enum states { Empty, Open, Stopped, Playing, Paused , initial_state = Empty };
+
+ // transition actions
+ void start_playback(play const&amp;) { std::cout &lt;&lt; "player::start_playback\n"; }
+ void open_drawer(open_close const&amp;) { std::cout &lt;&lt; "player::open_drawer\n"; }
+ // more transition actions
+ ...
+ typedef player p; // makes transition table cleaner
+ struct transition_table : mpl::vector11&lt;
+ // Start Event Target Action
+ // +---------+------------+-----------+---------------------------+
+ row&lt; Stopped , play , Playing , &amp;p::start_playback >,
+ row&lt; Stopped , open_close , Open , &amp;::open_drawer >,
+ // +---------+------------+-----------+---------------------------+
+ row&lt; Open , open_close , Empty , &amp;p::close_drawer >,
+ // +---------+------------+-----------+---------------------------+
+ row&lt; Empty , open_close , Open , &amp;p::open_drawer >,
+ row&lt; Empty , cd_detected, Stopped , &amp;p::store_cd_info >,
+ // +---------+------------+-----------+---------------------------+
+ row&lt; Playing , stop , Stopped , &amp;p::stop_playback >,
+ row&lt; Playing , pause , Paused , &amp;p::pause_playback >,
+ row&lt; Playing , open_close , Open , &amp;p::stop_and_open >,
+ // +---------+------------+-----------+---------------------------+
+ row&lt; Paused , play , Playing , &amp;p::resume_playback >,
+ row&lt; Paused , stop , Stopped , &amp;p::stop_playback >,
+ row&lt; Paused , open_close , Open , &amp;p::stop_and_open >
+ // +---------+------------+-----------+---------------------------+
+ > {};
+ // Replaces the default no-transition response.
+ template &lt;class Event>
+ int no_transition(int state, Event const&amp; e)
+ {
+ std::cout &lt;&lt; "no transition from state " &lt;&lt; state &lt;&lt; " on event " &lt;&lt; typeid(e).name() &lt;&lt; std::endl;
+ return state;
+ }
+}; </programlisting>
+ <para>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.</para>
+ </chapter>
+ <chapter>
+ <title>UML Short Guide</title>
+ <sect1>
+ <title>What are state machines?</title>
+ <para>State machines are the description of a thing's lifeline. They describe the
+ different stages of the lifeline, the events influencing it, and what it does
+ when a particular event is detected at a particular stage. They offer the
+ complete specification of the dynamic behavior of the thing.</para>
+ </sect1>
+ <sect1>
+ <title>Concepts</title>
+ <para>Thinking in terms of state machines is a bit surprising at first, so let us
+ have a quick glance at the concepts.</para>
+ <sect2>
+ <title>State machine, state, transition, event </title>
+ <para>A state machine is a concrete model describing the behavior of a system.
+ It is composed of a finite number of states and transitions.</para>
+ <para>
+ <inlinemediaobject>
+ <imageobject>
+ <imagedata fileref="images/sm.gif"/>
+ </imageobject>
+ </inlinemediaobject></para>
+ <para>A simple state has no sub states. It can have data, entry and exit
+ behaviors and deferred events. One can provide entry and exit behaviors
+ (also called actions) to states (or state machines), which are executed
+ whenever a state is entered or left, no matter how. A state can also have
+ internal transitions which cause no entry or exit behavior to be called. A
+ state can mark events as deferred. This means the event cannot be processed
+ if this state is active, but it must be retained. Next time a state not
+ deferring this event is active, the event will be processed, as if it had
+ just been fired. </para>
+ <para><inlinemediaobject>
+ <imageobject>
+ <imagedata fileref="images/state.gif"/>
+ </imageobject>
+ </inlinemediaobject></para>
+ <para>A transition is the switching between active states, triggered by an
+ event. Actions and guard conditions can be attached to the transition. The
+ action executes when the transition fires, the guard is a Boolean operation
+ executed first and which can prevent the transition from firing by returning
+ false.</para>
+ <para>
+ <inlinemediaobject>
+ <imageobject>
+ <imagedata fileref="images/transition.jpg"/>
+ </imageobject>
+ </inlinemediaobject></para>
+ <para>An initial state marks the first active state of a state machine. It has
+ no real existence and neither has the transition originating from it.</para>
+ <para>
+ <inlinemediaobject>
+ <imageobject>
+ <imagedata fileref="images/init_state.gif"/>
+ </imageobject>
+ </inlinemediaobject></para>
+ </sect2>
+ <sect2>
+ <title>Submachines, orthogonal regions, pseudostates </title>
+ <para>A composite state is a state containing a region or decomposed in two or
+ more regions. A composite state contains its own set of states and regions. </para>
+ <para>A submachine is a state machine inserted as a state in another state
+ machine. The same submachine can be inserted more than once. </para>
+ <para>Orthogonal regions are parts of a composite state or submachine, each
+ having its own set of mutually exclusive set of states and transitions. </para>
+ <para><inlinemediaobject>
+ <imageobject>
+ <imagedata fileref="images/regions.gif" width="60%" scalefit="1"/>
+ </imageobject>
+ </inlinemediaobject></para>
+ <para>UML also defines a number of pseudo states, which are considered important
+ concepts to model, but not enough to make them first-class citizens. The
+ terminate pseudo state terminates the execution of a state machine (MSM
+ handles this slightly differently. The state machine is not destroyed but no
+ further event processing occurs.). </para>
+ <para><inlinemediaobject>
+ <imageobject>
+ <imagedata fileref="images/terminate.gif"/>
+ </imageobject>
+ </inlinemediaobject></para>
+ <para>An exit point pseudo state exits a composite state or a submachine and
+ forces termination of execution in all contained regions.</para>
+ <para><inlinemediaobject>
+ <imageobject>
+ <imagedata fileref="images/exit.gif" width="60%" scalefit="1"/>
+ </imageobject>
+ </inlinemediaobject></para>
+ <para>An entry point pseudo state allows a kind of controlled entry inside a
+ composite. Precisely, it connects a transition outside the composite to a
+ transition inside the composite. An important point is that this mechanism
+ only allows a single region to be entered. In the above diagram, in region1,
+ the initial state would become active. </para>
+ <para><inlinemediaobject>
+ <imageobject>
+ <imagedata fileref="images/entry_point.gif"/>
+ </imageobject>
+ </inlinemediaobject></para>
+ <para>There are also two more ways to enter a submachine (apart the obvious and
+ more common case of a transition terminating on the submachine as shown in
+ the region case). An explicit entry means that an inside state is the target
+ of a transition. Unlike with direct entry, no tentative encapsulation is
+ made, and only one transition is executed. An explicit exit is a transition
+ from an inner state to a state outside the submachine (not supported by
+ MSM). I would not recommend using explicit entry or exit. </para>
+ <para><inlinemediaobject>
+ <imageobject>
+ <imagedata fileref="images/explicit.gif"/>
+ </imageobject>
+ </inlinemediaobject></para>
+ <para>The last entry possibility is using fork. A fork is an explicit entry into
+ one or more regions. Other regions are again activated using their initial
+ state. </para>
+ <para><inlinemediaobject>
+ <imageobject>
+ <imagedata fileref="images/fork.gif" width="70%" scalefit="1"/>
+ </imageobject>
+ </inlinemediaobject></para>
+ </sect2>
+ <sect2>
+ <title>
+ <command xml:id="uml-history"/>History </title>
+ <para>UML defines two kinds of history, shallow history and deep history.
+ Shallow history is a pseudo state representing the most recent substate of a
+ submachine. A submachine can have at most one shallow history. A transition
+ with a history pseudo state as target is equivalent to a transition with the
+ most recent substate as target. And very importantly, only one transition
+ may originate from the history. Deep history is a shallow history
+ recursively reactivating the substates of the most recent substate. It is
+ represented like the shallow history with a star (H* inside a
+ circle).</para>
+ <para>
+ <inlinemediaobject>
+ <imageobject>
+ <imagedata fileref="images/history.gif" width="60%" scalefit="1"/>
+ </imageobject>
+ </inlinemediaobject></para>
+ <para>History is not a completely satisfying concept. First of all, there can be
+ just one history pseudo state and only one transition may originate from it.
+ So they do not mix well with orthogonal regions as only one region can be
+ “rememberedâ€. Deep history is even worse and looks like a last-minute
+ addition. History has to be activated by a transition and only one
+ transition originates from it, so how to model the transition originating
+ from the deep history pseudo state and pointing to the most recent substate
+ of the substate? As a bonus, it is also inflexible and does not accept new
+ types of histories. Let's face it, history sounds great and is useful in
+ theory, but the UML version is not quite making the cut. And therefore, MSM
+ provides a different version of this useful concept. </para>
+ </sect2>
+ <sect2>
+ <title><command xml:id="uml-anonymous"/>Completion transitions / anonymous
+ transitions</title>
+ <para>Completion events (or transitions), also called anonymous transitions, are
+ defined as transitions having no defined event triggering them. This means
+ that such transitions will immediately fire when a state being the source of
+ an anonymous transition becomes active, provided that a guard allows it.
+ They are useful in modeling algorithms as an activity diagram would normally
+ do. In the real-time world, they have the advantage of making it easier to
+ estimate how long a periodically executed action will last. For example,
+ consider the following diagram. </para>
+ <para><inlinemediaobject>
+ <imageobject>
+ <imagedata fileref="images/completion.gif"/>
+ </imageobject>
+ </inlinemediaobject></para>
+ <para>The designer now knows at any time that he will need a maximum of 4
+ transitions. Being able to estimate how long a transition takes, he can
+ estimate how much of a time frame he will need to require (real-time tasks
+ are often executed at regular intervals). If he can also estimate the
+ duration of actions, he can even use graph algorithms to better estimate his
+ timing requirements. </para>
+ </sect2>
+ <sect2>
+ <title><command xml:id="UML-internal-transition"/> Internal transitions </title>
+ <para>Internal transitions are transitions executing in the scope of the active
+ state, being a simple state or a submachine. One can see them as a
+ self-transition of this state, without an entry or exit action
+ called.</para>
+ </sect2>
+ <sect2>
+ <title>
+ <command xml:id="transition-conflict"/>Conflicting transitions </title>
+ <para>If, for a given event, several transitions are enabled, they are said to
+ be in conflict. There are two kinds of conflicts: <itemizedlist>
+ <listitem>
+ <para>For a given source state, several transitions are defined,
+ triggered by the same event. Normally, the guard condition in
+ each transition defines which one is fired.</para>
+ </listitem>
+ <listitem>
+ <para>The source state is a submachine or simple state and the
+ conflict is between a transition internal to this state and a
+ transition triggered by the same event and having as target
+ another state.</para>
+ </listitem>
+ </itemizedlist>The first one is simple; one only needs to define two or more
+ rows in the transition table, with the same source and trigger, with a
+ different guard condition. Beware, however, that the UML standard wants
+ these conditions to be not overlapping. If they do, the standard says
+ nothing except that this is incorrect, so the implementer is free to
+ implement it the way he sees fit. In the case of MSM, the transition
+ appearing last in the transition table gets selected first, if it returns
+ false (meaning disabled), the library tries with the previous one, and so
+ on.</para>
+ <para>
+ <inlinemediaobject>
+ <imageobject>
+ <imagedata fileref="images/conflict1.gif"/>
+ </imageobject>
+ </inlinemediaobject></para>
+ <para>In the second case, UML defines that the most inner transition gets
+ selected first, which makes sense, otherwise no exit point pseudo state
+ would be possible (the inner transition brings us to the exit point, from
+ where the containing state machine can take over). </para>
+ <para><inlinemediaobject>
+ <imageobject>
+ <imagedata fileref="images/conflict2.gif" width="60%" scalefit="1"/>
+ </imageobject>
+ </inlinemediaobject></para>
+ <para>MSM handles both cases itself, so the designer needs only concentrate on
+ its state machine and the UML subtleties (not overlapping conditions), not
+ on implementing this behavior himself. </para>
+ </sect2>
+ </sect1>
+ <sect1>
+ <title>State machine glossary</title>
+ <para>
+ <itemizedlist>
+ <listitem>
+ <para>state machine: the life cycle of a thing. It is made of states,
+ regions, transitions and processes incoming events.</para>
+ </listitem>
+ <listitem>
+ <para>state: a stage in the life cycle of a state machine. A state (like
+ a submachine) can have an entry and exit behaviors.</para>
+ </listitem>
+ <listitem>
+ <para>event: an incident provoking (or not) a reaction of the state
+ machine</para>
+ </listitem>
+ <listitem>
+ <para>transition: a specification of how a state machine reacts to an
+ event. It specifies a source state, the event triggering the
+ transition, the target state (which will become the newly active
+ state if the transition is triggered), guard and actions.</para>
+ </listitem>
+ <listitem>
+ <para>action: an operation executed during the triggering of the
+ transition.</para>
+ </listitem>
+ <listitem>
+ <para>guard: a boolean operation being able to prevent the triggering of
+ a transition which would otherwise fire.</para>
+ </listitem>
+ <listitem>
+ <para>transition table: representation of a state machine. A state
+ machine diagram is a graphical, but incomplete representation of the
+ same model. A transition table, on the other hand, is a complete
+ representation.</para>
+ </listitem>
+ <listitem>
+ <para>initial state: The state in which the state machine starts. Having
+ several orthogonal regions means having as many initial
+ states.</para>
+ </listitem>
+ <listitem>
+ <para>submachine: A submachine is a state machine inserted as a state in
+ another state machine and can be found several times in a same state
+ machine.</para>
+ </listitem>
+ <listitem>
+ <para>orthogonal regions: (logical) parallel flow of execution of a
+ state machine. Every region of a state machine gets a chance to
+ process an incoming event.</para>
+ </listitem>
+ <listitem>
+ <para>terminate pseudo-state: when this state becomes active, it
+ terminates the execution of the whole state machine. MSM does not
+ destroy the state machine as required by the UML standard, however,
+ which lets you keep all the state machine's data.</para>
+ </listitem>
+ <listitem>
+ <para>entry/exit pseudo state: defined for submachines and are defined
+ as a connection between a transition outside of the submachine and a
+ transition inside the submachine. It is a way to enter or leave a
+ submachine through a predefined point.</para>
+ </listitem>
+ <listitem>
+ <para>fork: a fork allows explicit entry into several orthogonal regions
+ of a submachine.</para>
+ </listitem>
+ <listitem>
+ <para>history: a history is a way to remember the active state of a
+ submachine so that the submachine can proceed in its last active
+ state next time it becomes active.</para>
+ </listitem>
+ <listitem>
+ <para>completion events (also called completion/anonymous transitions):
+ when a transition has no named event triggering it, it automatically
+ fires when the source state is active, unless a guard forbids
+ it.</para>
+ </listitem>
+ <listitem>
+ <para>transition conflict: a conflict is present if for a given source
+ state and incoming event, several transitions are possible. UML
+ specifies that guard conditions have to solve the conflict.</para>
+ </listitem>
+ <listitem>
+ <para>internal transitions: transition from a state to itself without
+ having exit and entry actions being called.</para>
+ </listitem>
+ </itemizedlist>
+ </para>
+ </sect1>
+ </chapter>
+ <chapter>
+ <title>Tutorial</title>
+ <sect1>
+ <title>Design</title>
+ <para>MSM is divided between front–ends and back-ends. At the moment, there is just
+ one back-end. On the front-end side, you will find three of them which are as
+ many state machine description languages, with many more possible. For potential
+ language writers, this document contains a <link
+ xlink:href="#internals-front-back-interface">description of the interface
+ between front-end and back-end</link>.</para>
+ <para>The first front-end is an adaptation of the example provided in the <link
+ xlink:href="http://boostpro.com/mplbook">MPL book</link> with actions
+ defined as pointers to state or state machine methods. The second one is based
+ on functors. The third, eUML (embedded UML) is an experimental language based on
+ Boost.Proto and Boost.Typeof and hiding most of the metaprogramming to increase
+ readability. Both eUML and the functor front-end also offer a functional library
+ (a bit like Boost.Phoenix) for use as action language (UML defining
+ none).</para>
+ </sect1>
+ <sect1>
+ <title><command xml:id="basic-front-end"/>Basic front-end</title>
+ <para>This is the historical front-end, inherited from the MPL book. It provides a
+ transition table made of rows of different names and functionality. Actions and
+ guards are defined as methods and referenced through a pointer in the
+ transition. This front-end provides a simple interface making easy state
+ machines easy to define, but more complex state machines a bit harder.</para>
+ <sect2>
+ <title>A simple example</title>
+ <para>Let us have a look at a state machine diagram of the founding
+ example:</para>
+ <para><inlinemediaobject>
+ <imageobject>
+ <imagedata fileref="images/SimpleTutorial.jpg" width="60%"
+ scalefit="1"/>
+ </imageobject>
+ </inlinemediaobject></para>
+ <para>We are now going to build it with MSM's basic front-end. An <link
+ xlink:href="examples/SimpleTutorial.cpp">implementation</link> is also
+ provided.</para>
+ </sect2>
+ <sect2>
+ <title>Transition table</title>
+ <para>As previously stated, MSM is based on the transition table, so let us
+ define one:</para>
+ <programlisting>
+struct transition_table : mpl::vector&lt;
+// Start Event Target Action Guard
+// +---------+------------+-----------+---------------------------+----------------------------+
+a_row&lt; Stopped , play , Playing , &amp;player_::start_playback >,
+a_row&lt; Stopped , open_close , Open , &amp;player_::open_drawer >,
+ _row&lt; Stopped , stop , Stopped >,
+// +---------+------------+-----------+---------------------------+----------------------------+
+a_row&lt; Open , open_close , Empty , &amp;player_::close_drawer >,
+// +---------+------------+-----------+---------------------------+----------------------------+
+a_row&lt; Empty , open_close , Open , &amp;player_::open_drawer >,
+ row&lt; Empty , cd_detected, Stopped , &amp;player_::store_cd_info , &amp;player_::good_disk_format >,
+ row&lt; Empty , cd_detected, Playing , &amp;player_::store_cd_info , &amp;player_::auto_start >,
+// +---------+------------+-----------+---------------------------+----------------------------+
+a_row&lt; Playing , stop , Stopped , &amp;player_::stop_playback >,
+a_row&lt; Playing , pause , Paused , &amp;player_::pause_playback >,
+a_row&lt; Playing , open_close , Open , &amp;player_::stop_and_open >,
+// +---------+------------+-----------+---------------------------+----------------------------+
+a_row&lt; Paused , end_pause , Playing , &amp;player_::resume_playback >,
+a_row&lt; Paused , stop , Stopped , &amp;player_::stop_playback >,
+a_row&lt; Paused , open_close , Open , &amp;player_::stop_and_open >
+// +---------+------------+-----------+---------------------------+----------------------------+
+> {};
+ </programlisting>
+ <para>You will notice that this is almost exactly our founding example. The only
+ change in the transition table is the different types of transitions (rows).
+ The founding example forces one to define an action method and offers no
+ guards. You have 4 basic row types:<itemizedlist>
+ <listitem>
+ <para><code>row</code> takes 5 arguments: start state, event, target
+ state, action and guard.</para>
+ </listitem>
+ <listitem>
+ <para><code>a_row</code> (“a†for action) allows defining only the
+ action and omit the guard condition.</para>
+ </listitem>
+ <listitem>
+ <para><code>g_row</code> (“g†for guard) allows omitting the action
+ behavior and defining only the guard.</para>
+ </listitem>
+ <listitem>
+ <para><code>_row</code> allows omitting action and guard.</para>
+ </listitem>
+ </itemizedlist></para>
+ <para>The signature for an action methods is void method_name (event
+ const&amp;), for example:</para>
+ <programlisting>void stop_playback(stop const&amp;)</programlisting>
+ <para>Action methods return nothing and take the argument as const reference. Of
+ course nothing forbids you from using the same action for several
+ events:</para>
+ <programlisting>template &lt;class Event> void stop_playback(Eventconst&amp;)</programlisting>
+ <para>Guards have as only difference the return value, which is a
+ boolean:</para>
+ <programlisting>bool good_disk_format(cd_detected const&amp; evt)</programlisting>
+ <para>The transition table is actually a MPL vector (or list), which brings the
+ limitation that the default maximum size of the table is 20. If you need
+ more transitions, overriding this default behavior is necessary, so you need
+ to add before any header:</para>
+ <programlisting>#define BOOST_MPL_CFG_NO_PREPROCESSED_HEADERS
+#define BOOST_MPL_LIMIT_VECTOR_SIZE 30 //or whatever you need
+#define BOOST_MPL_LIMIT_MAP_SIZE 30 //or whatever you need </programlisting>
+ <para>The other limitation is that the MPL types are defined only up to 50
+ entries. For the moment, the only solution to achieve more is to add headers
+ to the MPL (luckily, this is not very complicated).</para>
+ </sect2>
+ <sect2>
+ <title>Defining states with entry/exit actions</title>
+ <para>While states were enums in the MPL book, they now are classes, which
+ allows them to hold data, provide entry, exit behaviors and be reusable (as
+ they do not know anything about the containing state machine). To define a
+ state, inherit from the desired state type. You will mainly use simple
+ states:</para>
+ <para>struct Empty : public msm::front::state&lt;> {};</para>
+ <para>They can optionally provide entry and exit behaviors:</para>
+ <programlisting language="C++">
+struct Empty : public msm::front::state&lt;>
+{
+ template &lt;class Event, class Fsm>
+ void on_entry(Event const&amp;, Fsm&amp; )
+ {std::cout &lt;&lt;"entering: Empty" &lt;&lt; std::endl;}
+ template &lt;class Event, class Fsm>
+ void on_exit(Event const&amp;, Fsm&amp; )
+ {std::cout &lt;&lt;"leaving: Empty" &lt;&lt; std::endl;}
+};
+ </programlisting>
+ <para>Notice how the entry and exit behaviors are templatized on the event and
+ state machine. Being generic facilitates reuse. There are more state types
+ (terminate, interrupt, pseudo states, etc.) corresponding to the UML
+ standard state types. These will be described in details in the next
+ sections.</para>
+ </sect2>
+ <sect2>
+ <title>What do you actually do inside actions / guards?</title>
+ <para>State machines define a structure and important parts of the complete
+ behavior, but not all. For example if you need to send a rocket to Alpha
+ Centauri, you can have a transition to a state "SendRocketToAlphaCentauri"
+ but no code actually sending the rocket. This is where you need actions. So
+ a simple action could be:</para>
+ <programlisting>template &lt;class Fire> void send_rocket(Fire const&amp;)
+{
+ fire_rocket();
+}</programlisting>
+ <para>Ok, this was simple. Now, we might want to give a direction. Let us suppose
+ this information is externally given when needed, it makes sense do use the
+ event for this:</para>
+ <programlisting>// Event
+struct Fire {Direction direction;};
+template &lt;class Fire> void send_rocket(Fire const&amp; evt)
+{
+ fire_rocket(evt.direction);
+}</programlisting>
+ <para>We might want to calculate the direction based not only on external data
+ but also on data accumulated during previous work. In this case, you might
+ want to have this data in the state machine itself. As transition actions
+ are members of the front-end, you can directly access the data:</para>
+ <programlisting>// Event
+struct Fire {Direction direction;};
+//front-end definition, see down
+struct launcher_ : public msm::front::state_machine_def&lt;launcher_>{
+Data current_calculation;
+template &lt;class Fire> void send_rocket(Fire const&amp; evt)
+{
+ fire_rocket(evt.direction, current_calculation);
+}
+...
+};</programlisting>
+ <para>Entry and exit actions represent a behavior common to a state, no matter
+ through which transition it is entered or left. States being reusable, it
+ might make sense to locate your data there instead of in the state machine,
+ to maximize reuse and make code more readable. Entry and exit actions have
+ access to the state data (being state members) but also to the event and
+ state machine, like transition actions. This happens through the Event and
+ Fsm template parameters:</para>
+ <programlisting>struct Launching : public msm::front::state&lt;>
+{
+ template &lt;class Event, class Fsm>
+ void on_entry(Event const&amp; evt, Fsm&amp; fsm)
+ {
+ fire_rocket(evt.direction, fsm.current_calculation);
+ }
+};</programlisting>
+ <para>Exit actions are also ideal for clanup when the state becomes
+ inactive.</para>
+ <para>Another possible use of the entry action is to pass data to substates /
+ submachines. Launching is a substate containing a <code>data</code> attribute:</para>
+ <programlisting>struct launcher_ : public msm::front::state_machine_def&lt;launcher_>{
+Data current_calculation;
+// state machines also have entry/exit actions
+template &lt;class Event, class Fsm>
+void on_entry(Event const&amp; evt, Fsm&amp; fsm)
+{
+ launcher_::Launching&amp; s = fsm.get_state&lt;launcher_::Launching&amp;>();
+ s.data = fsm.current_calculation;
+}
+...
+};</programlisting>
+ <para>The <command xlink:href="#backend-fsm-constructor-args">set_states</command> back-end method allows you to replace a complete
+ state.</para>
+ <para>The <command xlink:href="#functor-front-end-actions">functor</command> front-end and eUML offer more capabilities.</para>
+ <para>However, this basic front-end also has special capabilities using the row2
+ / irow2 transitions.<command xlink:href="#basic-row2">_row2, a_row2, row2,
+ g_row2, a_irow2, irow2, g_irow2</command> let you call an action located
+ in any state of the current fsm or in the front-end itself, thus letting you
+ place useful data anywhere you see fit.</para>
+ <para>It is sometimes desirable to generate new events for the state machine
+ inside actions. Since the process_event method belongs to the back end, you
+ first need to gain a reference to it. The back end derives from the front
+ end, so one way of doing this is to use a cast:</para>
+ <programlisting>struct launcher_ : public msm::front::state_machine_def&lt;launcher_>{
+template &lt;class Fire> void send_rocket(Fire const&amp; evt)
+{
+ fire_rocket();
+ msm::back::state_machine&lt;launcher_> &amp;fsm = static_cast&lt;msm::back::state_machine&lt;launcher_> &amp;>(*this);
+ fsm.process_event(rocket_launched());
+}
+...
+};</programlisting>
+ <para>The same can be implemented inside entry/exit actions. Admittedly, this is
+ a bit awkward. A more natural mechanism is available using the <command
+ xlink:href="#functor-front-end-actions">functor</command>
+ front-end.</para>
+ </sect2>
+ <sect2>
+ <title>Defining a simple state machine</title>
+ <para>Declaring a state machine is straightforward and is done with a high
+ signal / noise ratio. In our player example, we declare the state machine
+ as:</para>
+ <programlisting>struct player_ : public msm::front::state_machine_def&lt;player_>{
+ /* see below */}</programlisting>
+ <para>This declares a state machine using the basic front-end. We now declare
+ inside the state machine structure the initial state:</para>
+ <para>
+ <programlisting>typedef Empty initial_state;</programlisting>
+ </para>
+ <para>And that is about all of what is absolutely needed. In the example, the
+ states are declared inside the state machine for readability but this is not
+ a requirements, states can be declared wherever you like.</para>
+ <para>All what is left to do is to pick a back-end (which is quite simple as
+ there is only one at the moment):</para>
+ <para>
+ <programlisting>typedef msm::back::state_machine&lt;player_> player;</programlisting>
+ </para>
+ <para>You now have a ready-to-use state machine with entry/exit actions, guards,
+ transition actions, a message queue so that processing an event can generate
+ another event. The state machine also adapted itself to your need and
+ removed almost all features we didn't use in this simple example. Note that
+ this is not per default the fastest possible state machine. See the section
+ "getting more speed" to know how to get the maximum speed. In a nutshell,
+ MSM cannot know about your usage of some features so you will have to
+ explicitly tell it.</para>
+ <para>State objects are built automatically with the state machine. They will
+ exist until state machine destruction. MSM is using Boost.Fusion behind the
+ hood. This unfortunately means that if you define more than 10 states, you
+ will need to extend the default:</para>
+ <para>
+ <programlisting>#define FUSION_MAX_VECTOR_SIZE 20 // or whatever you need
+ </programlisting>
+ </para>
+ <para>When an unexpected event is fired, the <code>no_transition(event, state
+ machine, state id)</code> method of the state machine is called . By
+ default, this method simply asserts when called. It is possible to overwrite
+ the <code>no_transition</code> method to define a different handling:</para>
+ <para>
+ <programlisting>template &lt;class Fsm,class Event>
+void no_transition(Event const&amp; e, Fsm&amp; ,int state){...}</programlisting>
+ </para>
+ <para><emphasis role="underline">Note</emphasis>: you might have noticed that
+ the tutorial calls <code>start()</code> on the state machine just after
+ creation. The start method will initiate the state machine, meaning it will
+ activate the initial state, which means in turn that the initial state's
+ entry behavior will be called. The reason why we need this will be explained
+ in the <link xlink:href="#backend-start">back-end part</link>. After a call
+ to start, the state machine is ready to process events. The same way,
+ calling <code>stop()</code> will cause the last exit actions to be called.</para>
+ </sect2>
+ <sect2>
+ <title>Defining a submachine</title>
+ <para>We now want to extend our last state machine by making the Playing state a
+ state machine itself (a submachine).</para>
+ <para><inlinemediaobject>
+ <imageobject>
+ <imagedata fileref="images/CompositeTutorial.jpg" width="60%"
+ scalefit="1"/>
+ </imageobject>
+ </inlinemediaobject></para>
+ <para>Again, an <link xlink:href="examples/CompositeTutorial.cpp">example</link>
+ is also provided.</para>
+ <para>A submachine really is a state machine itself, so we declare Playing as
+ such, choosing a front-end and a back-end:</para>
+ <para>
+ <programlisting>struct Playing_ : public msm::front::state_machine_def&lt;Playing_>{...}
+typedef msm::back::state_machine&lt;Playing_> Playing;</programlisting>
+ </para>
+ <para>Like for any state machine, one also needs a transition table and an
+ initial state:</para>
+ <para>
+ <programlisting>
+struct transition_table : mpl::vector&lt;
+// Start Event Target Action Guard
+// +--------+---------+--------+---------------------------+------+
+a_row&lt; Song1 , NextSong, Song2 , &amp;Playing_::start_next_song >,
+a_row&lt; Song2 , NextSong, Song1 , &amp;Playing_::start_prev_song >,
+a_row&lt; Song2 , NextSong, Song3 , &amp;Playing_::start_next_song >,
+a_row&lt; Song3 , NextSong, Song2 , &amp;Playing_::start_prev_song >
+// +--------+---------+--------+---------------------------+------+
+> {};
+ </programlisting>
+ </para>
+ <para>
+ <programlisting>typedef Song1 initial_state; </programlisting>
+ </para>
+ <para>This is about all you need to do. MSM will now automatically recognize
+ Playing as a submachine and all events handled by Playing (NextSong and
+ PreviousSong) will now be automatically forwarded to Playing whenever this
+ state is active. All other state machine features described later are also
+ available. You can even decide to use a state machine sometimes as
+ submachine or sometimes as an independent state machine.</para>
+ </sect2>
+ <sect2>
+ <title>Orthogonal regions, terminate state, event deferring</title>
+ <para>It is a very common problem in many state machines to have to handle
+ errors. It usually involves defining a transition from all the states to a
+ special error state. Translation: not fun. It is also not practical to find
+ from which state the error originated. The following diagram shows an
+ example of what clearly becomes not very readable:</para>
+ <para><inlinemediaobject>
+ <imageobject>
+ <imagedata fileref="images/error_no_regions.jpg" width="60%"
+ scalefit="1"/>
+ </imageobject>
+ </inlinemediaobject></para>
+ <para>This is neither very readable nor beautiful. And we do not even have any
+ action on the transitions yet to make it even less readable.</para>
+ <para>Luckily, UML provides a helpful concept, orthogonal regions. See them as
+ lightweight state machines running at the same time inside a common state
+ machine and having the capability to influence one another. The effect is
+ that you have several active states at any time. We can therefore keep our
+ state machine from the previous example and just define a new region made of
+ two states, AllOk and ErrorMode. AllOk is most of the time active. But the
+ error_found error event makes the second region move to the new active state
+ ErrorMode. This event does not interest the main region so it will simply be
+ ignored. "<code>no_transition</code>" will be called only if no region at
+ all handles the event. Also, as UML mandates, every region gets a chance of
+ handling the event, in the order as declared by the
+ <code>initial_state</code> type.</para>
+ <para>Adding an orthogonal region is easy, one only needs to declare more states
+ in the <code>initial_state</code> typedef. So, adding a new region with
+ AllOk as the region's initial state is:</para>
+ <para>
+ <programlisting>typedef mpl::vector&lt;Empty,AllOk> initial_state;</programlisting>
+ </para>
+ <para><inlinemediaobject>
+ <imageobject>
+ <imagedata fileref="images/Orthogonal-deferred.jpg" width="60%"
+ scalefit="1"/>
+ </imageobject>
+ </inlinemediaobject></para>
+ <para>Furthermore, when you detect an error, you usually do not want events to
+ be further processed. To achieve this, we use another UML feature, terminate
+ states. When any region moves to a terminate state, the state machine
+ “terminates†(the state machine and all its states stay alive) and all
+ events are ignored. This is of course not mandatory, one can use orthogonal
+ regions without terminate states. MSM also provides a small extension to
+ UML, interrupt states. If you declare ErrorMode as interrupt state instead
+ of terminate state, the state machine will not handle any event other than
+ the one which ends the interrupt. So it's like a terminate state, with the
+ difference that you are allowed to resume the state machine when a condition
+ (like handling of the original error) is met. </para>
+ <para><command xml:id="basic-defer"/>Last but not least, this example also shows
+ here the handling of event deferring. Let's say someone puts a disc and
+ immediately presses play. The event cannot be handled, yet you'd want it to
+ be handled at a later point and not force the user to press play again. The
+ solution is to define it as deferred in the Empty and Open states and get it
+ handled in the first state where the event is not to be deferred. It can
+ then be handled or rejected. In this example, when Stopped becomes active,
+ the event will be handled because only Empty and Open defer the
+ event.</para>
+ <para>UML defines event deferring as a state property. To accommodate this, MSM
+ lets you specify this in states by providing a <code>deferred_events</code>
+ type:</para>
+ <programlisting>struct Empty : public msm::front::state&lt;>
+{
+ // if the play event is fired while in this state, defer it until a state
+ // handles or rejects it
+ typedef mpl::vector&lt;play> deferred_events;
+...
+}; </programlisting>
+ <para>Please have a look at the <link
+ xlink:href="examples/Orthogonal-deferred.cpp">complete
+ example</link>.</para>
+ <para>While this is wanted by UML and is simple, it is not always practical
+ because one could wish to defer only in certain conditions. One could also
+ want to make this be part of a transition action with the added bonus of a
+ guard for more sophisticated behaviors. It would also be conform to the MSM
+ philosophy to get as much as possible in the transition table, where you
+ have the whole state machine structure. This is also possible but not
+ practical with this front-end so we will need to pick a different row from
+ the functor front-end. For a complete description of the <code>Row</code>
+ type, please have a look at the <command xlink:href="#functor-front-end"
+ >functor front-end.</command></para>
+ <para>First, as there is no state where MSM can automatically find out the usage
+ of this feature, we need to require deferred events capability explicitly,
+ by adding a type in the state machine definition:</para>
+ <programlisting>struct player_ : public msm::front::state_machine_def&lt;player_>
+{
+ typedef int activate_deferred_events;
+...
+}; </programlisting>
+ <para>We can now defer an event in any transition of the transition table by
+ using as action the predefined <code>msm::front::Defer</code> functor, for
+ example:</para>
+ <para>
+ <programlisting>Row &lt; Empty , play , none , Defer , none ></programlisting>
+ </para>
+ <para>This is an internal transition row(see <command
+ xlink:href="#internal-transitions">internal transitions</command>) but
+ you can ignore this for the moment. It just means that we are not leaving
+ the Empty state. What matters is that we use Defer as action. This is
+ roughly equivalent to the previous syntax but has the advantage of giving
+ you all the information in the transition table with the added power of
+ transition behavior.</para>
+ <para>The second difference is that as we now have a transition defined, this
+ transition can play in the resolution of <command
+ xlink:href="#transition-conflict">transition conflicts</command>. For
+ example, we could model an "if (condition2) move to Playing else if
+ (condition1) defer play event":</para>
+ <para>
+ <programlisting>Row &lt; Empty , play , none , Defer , condition1 >,
+g_row &lt; Empty , play , Playing , &amp;player_::condition2 ></programlisting>
+ </para>
+ <para>Please have a look at <link xlink:href="examples/Orthogonal-deferred2.cpp"
+ >this possible implementation</link>.</para>
+ </sect2>
+ <sect2>
+ <title>History</title>
+ <para>UML defines two types of history, Shallow History and Deep History. In the
+ previous examples, if the player was playing the second song and the user
+ pressed pause, leaving Playing, at the next press on the play button, the
+ Playing state would become active and the first song would play again. Soon
+ would the first client complaints follow. They'd of course demand, that if
+ the player was paused, then it should remember which song was playing. But
+ it the player was stopped, then it should restart from the first song. How
+ can it be done? Of course, you could add a bit of programming logic and
+ generate extra events to make the second song start if coming from Pause.
+ Something like: </para>
+ <para>
+ <programlisting>if (Event == end_pause)
+{
+ for (int i=0;i&lt; song number;++i) {player.process_event(NextSong()); }
+} </programlisting>
+ </para>
+ <para>Not much to like in this example, isn't it? To solve this problem, you
+ define what is called a shallow or a deep history. A shallow history
+ reactivates the last active substate of a submachine when this submachine
+ becomes active again. The deep history does the same recursively, so if this
+ last active substate of the submachine was itself a submachine, its last
+ active substate would become active and this will continue recursively until
+ an active state is a normal state. For example, let us have a look at the
+ following UML diagram: </para>
+ <para><inlinemediaobject>
+ <imageobject>
+ <imagedata fileref="images/HistoryTutorial.jpg" width="60%"
+ scalefit="1"/>
+ </imageobject>
+ </inlinemediaobject></para>
+ <para>Notice that the main difference compared to previous diagrams is that the
+ initial state is gone and replaced by a History symbol (the H inside a
+ circle).</para>
+ <para>As explained in the <command xlink:href="#uml-history">small UML
+ tutorial</command>, History is a good concept with a not completely
+ satisfying specification. MSM kept the concept but not the specification and
+ goes another way by making this a policy and you can add your own history
+ types (the <link xlink:href="#history-interface">reference</link> explains
+ what needs to be done). Furthermore, History is a backend policy. This
+ allows you to reuse the same state machine definition with different history
+ policies in different contexts.</para>
+ <para>Concretely, your frontend stays unchanged:</para>
+ <para>
+ <programlisting>struct Playing_ : public msm::front::state_machine_def&lt;Playing_></programlisting>
+ </para>
+ <para>You then add the policy to the backend as second parameter:</para>
+ <para>
+ <programlisting>typedef msm::back::state_machine&lt;Playing_,
+ msm::back::ShallowHistory&lt;mpl::vector&lt;end_pause> > > Playing;</programlisting>
+ </para>
+ <para>This states that a shallow history must be activated if the Playing state
+ machine gets activated by the end_pause event and only this one (or any
+ other event added to the mpl::vector). If the state machine was in the
+ Stopped state and the event play was generated, the history would not be
+ activated and the normal initial state would become active. By default,
+ history is disabled. For your convenience the library provides in addition
+ to ShallowHistory a non-UML standard AlwaysHistory policy (likely to be your
+ main choice) which always activates history, whatever event triggers the
+ submachine activation. Deep history is not available as a policy (but could
+ be added). The reason is that it would conflict with policies which
+ submachines could define. Of course, if for example, Song1 were a state
+ machine itself, it could use the ShallowHistory policy itself thus creating
+ Deep History for itself. An <link xlink:href="examples/History.cpp"
+ >example</link> is also provided.</para>
+ </sect2>
+ <sect2>
+ <title>Completion (anonymous) transitions</title>
+ <para><command xml:id="anonymous-transitions"/>The following diagram shows an
+ example making use of this feature:</para>
+ <para><inlinemediaobject>
+ <imageobject>
+ <imagedata fileref="images/Anonymous.jpg" width="60%" scalefit="1"/>
+ </imageobject>
+ </inlinemediaobject></para>
+ <para>Anonymous transitions are transitions without a named event. This means
+ that the transition automatically fires when the predecessor state is
+ entered (to be exact, after the entry action). Otherwise it is a normal
+ transition with actions and guards. Why would you need something like that?
+ A possible case would be if a part of your state machine implements some
+ algorithm, where states are steps of the algorithm implementation. Then,
+ using several anonymous transitions with different guard conditions, you are
+ actually implementing some if/else statement. Another possible use would be
+ a real-time system called at regular intervals and always doing the same
+ thing, meaning implementing the same algorithm. The advantage is that once
+ you know how long a transition takes to execute on the system, by
+ calculating the longest path (the number of transitions from start to end),
+ you can pretty much know how long your algorithm will take in the worst
+ case, which in turns tells you how much of a time frame you are to request
+ from a scheduler. </para>
+ <para>If you are using Executable UML (a good book describing it is "Executable
+ UML, a foundation for Model-Driven Architecture"), you will notice that it
+ is common for a state machine to generate an event to itself only to force
+ leaving a state. Anonymous transitions free you from this constraint.</para>
+ <para>If you do not use this feature in a concrete state machine, MSM will
+ deactivate it and you will not pay for it. If you use it, there is however a
+ small performance penalty as MSM will try to fire a compound event (the
+ other UML name for anonymous transitions) after every taken transition. This
+ will therefore double the event processing cost, which is not as bad as it
+ sounds as MSM’s execution speed is very high anyway.</para>
+ <para>To define such a transition, use “none†as event in the transition table,
+ for example:</para>
+ <para>
+ <programlisting>row &lt; State3 , none , State4 , &amp;p::State3ToState4 , &amp;p::always_true ></programlisting>
+ </para>
+ <para><link xlink:href="examples/AnonymousTutorial.cpp">An implementation</link>
+ of the state machine diagram is also provided.</para>
+ </sect2>
+ <sect2>
+ <title><command xml:id="internal-transitions"/>Internal transitions</title>
+ <para>Internal transitions are transitions executing in the scope of the active
+ state, a simple state or a submachine. One can see them as a self-transition
+ of this state, without an entry or exit action called. This is useful when
+ all you want is to execute some code for a given event in a given
+ state.</para>
+ <para>Internal transitions are specified as having a higher priority than normal
+ transitions. While it makes sense for a submachine with exit points, it is
+ surprising for a simple state. MSM lets you define the transition priority
+ by setting the transition’s position inside the transition table (see
+ <command xlink:href="#run-to-completion">internals</command> ). The
+ difference between "normal" and internal transitions is that internal
+ transitions have no target state, therefore we need new row types. We had
+ a_row, g_row, _row and row, we now add a_irow, g_irow, _irow and irow which
+ are like normal transitions but define no target state. For, example an
+ internal transition with a guard condition could be:</para>
+ <para>
+ <programlisting>g_irow &lt; Empty /*state*/,cd_detected/*event*/,&amp;p::internal_guard/* guard */></programlisting>
+ </para>
+ <para>These new row types can be placed anywhere in the transition table so that
+ you can still have your state machine structure grouped together. The only
+ difference of behavior with the UML standard is the missing notion of higher
+ priority for internal transitions. Please have a look at <link
+ xlink:href="examples/SimpleTutorialInternal.cpp">the
+ example</link>.</para>
+ <para>It is also possible to do it the UML-conform way by declaring a transition
+ table called <code>internal transition_table</code> inside the state itself
+ and using internal row types. For example:</para>
+ <programlisting>struct Empty : public msm::front::state&lt;>
+{
+ struct internal_transition_table : mpl::vector&lt;
+ a_internal &lt; cd_detected , Empty, &amp;Empty::internal_action >
+ > {};
+};</programlisting>
+ <para>This declares an internal transition table called
+ internal_transition_table and reacting on the event cd_detected by calling
+ internal_action on Empty. Let us note a few points:<itemizedlist>
+ <listitem>
+ <para>internal tables are NOT called transition_table but
+ internal_transition_table</para>
+ </listitem>
+ <listitem>
+ <para>they use different but similar row types: a_internal,
+ g_internal, _internal and internal.</para>
+ </listitem>
+ <listitem>
+ <para>These types take as first template argument the triggering
+ event and then the action and guard method. Note that the only
+ real difference to classical rows is the extra argument before
+ the function pointer. This is the type on which the function
+ will be called.</para>
+ </listitem>
+ <listitem>
+ <para>This also allows you, if you wish, to use actions and guards
+ from another state of the state machine or in the state machine
+ itself.</para>
+ </listitem>
+ <listitem>
+ <para>submachines can have an internal transition table and a
+ classical transition table.</para>
+ </listitem>
+ </itemizedlist></para>
+ <para>The <link xlink:href="examples/TestInternal.cpp">following example</link>
+ makes use of an a_internal. It also uses functor-based internal transitions
+ which will be explained in <command
+ xlink:href="#functor-internal-transitions">the functor
+ front-end</command>, please ignore them for the moment. Also note that
+ the state-defined internal transitions, having the highest priority (as
+ mandated by the UML standard), are tried before those defined inside the
+ state machine transition table.</para>
+ <para>Which method should you use? It depends on what you need:<itemizedlist>
+ <listitem>
+ <para>the first version (using irow) is simpler and likely to
+ compile faster. It also lets you choose the priority of your
+ internal transition.</para>
+ </listitem>
+ <listitem>
+ <para>the second version is more logical from a UML perspective and
+ lets you make states more useful and reusable. It also allows
+ you to call actions and guards on any state of the state
+ machine.</para>
+ </listitem>
+ </itemizedlist>
+ <command xml:id="internal-transitions-note"/><emphasis role="underline"
+ ><emphasis role="bold">Note</emphasis></emphasis>: There is an added
+ possibility coming from this feature. The
+ <code>internal_transition_table</code> transitions being added directly
+ inside the main state machine's transition table, it is possible, if it is
+ more to your state, to distribute your state machine definition a bit like
+ Boost.Statechart, leaving to the state machine itself the only task of
+ declaring the states it wants to use using the
+ <code>explicit_creation</code> type definition. While this is not the
+ author's favorite way, it is still possible. A simplified example using only
+ two states will show this possibility:<itemizedlist>
+ <listitem>
+ <para><link
+ xlink:href="examples/distributed_table/DistributedTable.cpp"
+ >state machine definition</link></para>
+ </listitem>
+ <listitem>
+ <para>Empty <link xlink:href="examples/distributed_table/Empty.hpp"
+ >header</link> and <link
+ xlink:href="examples/distributed_table/Empty.cpp"
+ >cpp</link></para>
+ </listitem>
+ <listitem>
+ <para>Open <link xlink:href="examples/distributed_table/Open.hpp"
+ >header</link> and <link
+ xlink:href="examples/distributed_table/Open.cpp"
+ >cpp</link></para>
+ </listitem>
+ <listitem>
+ <para><link xlink:href="examples/distributed_table/Events.hpp"
+ >events definition</link></para>
+ </listitem>
+ </itemizedlist></para>
+ <para>There is an added bonus offered for submachines, which can have both the
+ standard transition_table and an internal_transition_table (which has a
+ 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). While the example is
+ with eUML, the same is also possible with any front-end.</para>
+ </sect2>
+ <sect2>
+ <title><command xml:id="basic-row2"/>more row types</title>
+ <para>It is also possible to write transitions using actions and guards not just
+ from the state machine but also from its contained states. In this case, one
+ must specify not just a method pointer but also the object on which to call
+ it. This transition row is called, not very originally, <code>row2</code>.
+ They come, like normal transitions in four flavors: <code>a_row2, g_row2,
+ _row2 and row2</code>. For example, a transition calling an action from
+ the state Empty could be:</para>
+ <para>
+ <programlisting>a_row2&lt;Stopped,open_close,Open,Empty
+ /*action source*/,&amp;Empty::open_drawer/*action*/></programlisting>
+ </para>
+ <para>The same capabilities are also available for internal transitions so that
+ we have: <code>a_irow2, g_irow2, _irow2 and row2</code>. For transitions
+ defined as part of the <code>internal_transition_table</code>, you can use
+ the <command xlink:href="#internal-transitions">a_internal, g_internal,
+ _internal, internal</command> row types from the previous
+ sections.</para>
+ <para>These row types allow us to distribute the state machine code among
+ states, making them reusable and more useful. Using transition tables inside
+ states also contributes to this possibility. An <link
+ xlink:href="examples/SimpleTutorial2.cpp">example</link> of these new
+ rows is also provided.</para>
+ </sect2>
+ <sect2>
+ <title>Explicit entry / entry and exit pseudo-state / fork</title>
+ <para>MSM (almost) fully supports these features, described in the <command
+ xlink:href="#uml-history">small UML tutorial</command>. Almost because
+ there are currently two limitations: <itemizedlist>
+ <listitem>
+ <para>it is only possible to explicitly enter a sub- state of the
+ target but not a sub-sub state.</para>
+ </listitem>
+ <listitem>
+ <para>it is not possible to explicitly exit. Exit points must be
+ used.</para>
+ </listitem>
+ </itemizedlist></para>
+ <para>Let us see a concrete example:</para>
+ <para><inlinemediaobject>
+ <imageobject>
+ <imagedata fileref="images/entrytutorial.jpg" width="60%"
+ scalefit="1"/>
+ </imageobject>
+ </inlinemediaobject></para>
+ <para>We find in this diagram:<itemizedlist>
+ <listitem>
+ <para>A “normal†activation of SubFsm2, triggered by event1. In each
+ region, the initial state is activated, i.e. SubState1 and
+ SubState1b.</para>
+ </listitem>
+ <listitem>
+ <para>An explicit entry into SubFsm2::SubState2 for region “1†with
+ event2 as trigger, meaning that in region “2†the initial state,
+ SubState1b, activated.</para>
+ </listitem>
+ <listitem>
+ <para>A fork into regions “1†and “2†to the explicit entries
+ SubState2 and SubState2b, triggered by event3. Both states
+ become active so no region is default activated (if we had a
+ third one, it would be).</para>
+ </listitem>
+ <listitem>
+ <para>A connection of two transitions through an entry pseudo state,
+ SubFsm2::PseudoEntry1, triggered by event4 and triggering also
+ the second transition on the same event (both transitions must
+ be triggered by the same event). Region “2†is default-activated
+ and SubState1b becomes active.</para>
+ </listitem>
+ <listitem>
+ <para>An exit from SubFsm2 using an exit pseudo-state, PseudoExit1,
+ triggered by event5 and connecting two transitions using the
+ same event. Again, the event is forwarded to the second
+ transition and both regions are exited, as SubFsm2 becomes
+ inactive. Note that if no transition is defined from
+ PseudoExit1, an error (as defined in the UML standard) will be
+ detected and no_transition called.</para>
+ </listitem>
+ </itemizedlist></para>
+ <para>The example is also <link xlink:href="examples/DirectEntryTutorial.cpp"
+ >fully implemented</link>.</para>
+ <para>This sounds complicated but the syntax is simple.</para>
+ <sect3>
+ <title>Explicit entry</title>
+ <para>First, to define that a state is an explicit entry, you have to make
+ it a state and mark it as explicit, giving as template parameters the
+ region id (the region id starts with 0 and corresponds to the first
+ initial state of the initial_state type sequence).</para>
+ <para>
+ <programlisting>struct SubFsm2_ : public msm::front::state_machine_def&lt;SubFsm2_>
+{
+ struct SubState2 : public msm::front::state&lt;> ,
+ public msm::front::explicit_entry&lt;0>
+ {...};
+...
+};</programlisting>
+ </para>
+ <para>And define the submachine as:</para>
+ <para>
+ <programlisting>typedef msm::back::state_machine&lt;SubFsm2_> SubFsm2;</programlisting>
+ </para>
+ <para>You can then use it as target in a transition with State1 as
+ source:</para>
+ <para>
+ <programlisting>_row &lt; State1, Event2, SubFsm2::direct&lt; SubFsm2_::SubState2> > //SubFsm2_::SubState2: complete name of SubState2 (defined within SubFsm2_)</programlisting>
+ </para>
+ <para>The syntax deserves some explanation. SubFsm2_ is a front end.
+ SubState2 is a nested state, therefore the SubFsm2_::SubState2 syntax.
+ The containing machine (containing State1 and SubFsm2) refers to the
+ backend instance (SubFsm2). SubFsm2::direct states that an explicit
+ entry is desired.</para>
+ <para><command xml:id="explicit-entry-no-region-id"/>Thanks to the <command xlink:href="#backend-compile-time-analysis"
+ >mpl_graph</command> library you can also omit to provide the region
+ index and let MSM find out for you. The are however two points to note:<itemizedlist>
+ <listitem>
+ <para>MSM can only find out the region index if the explicit
+ entry state is somehow connected to an initial state through
+ a transition, no matter the direction.</para>
+ </listitem>
+ <listitem>
+ <para>There is a compile-time cost for this feature.</para>
+ </listitem>
+ </itemizedlist></para>
+ <para><emphasis role="underline">Note (also valid for forks)</emphasis>: in
+ order to make compile time more bearable for the more standard cases,
+ and unlike initial states, explicit entry states which are also not
+ found in the transition table of the entered submachine (a rare case) do
+ NOT get automatically created. To explicitly create such states, you
+ need to add in the state machine containing the explicit states a simple
+ typedef giving a sequence of states to be explicitly created
+ like:</para>
+ <para>
+ <programlisting>typedef mpl::vector&lt;SubState2,SubState2b> explicit_creation;</programlisting>
+ </para>
+ <para><emphasis role="underline">Note (also valid for forks)</emphasis>: At
+ the moment, it is not possible to use a submachine as the target of an
+ explicit entry. Please use entry pseudo states for an almost identical
+ effect.</para>
+ </sect3>
+ <sect3>
+ <title>Fork</title>
+ <para>Need a fork instead of an explicit entry? As a fork is an explicit
+ entry into states of different regions, we do not change the state
+ definition compared to the explicit entry and specify as target a list
+ of explicit entry states:</para>
+ <para>
+ <programlisting>_row &lt; State1, Event3,
+ mpl::vector&lt;SubFsm2::direct&lt;SubFsm2_::SubState2>,
+ SubFsm2::direct &lt;SubFsm2_::SubState2b>
+ ></programlisting>
+ </para>
+ <para>With SubState2 defined as before and SubState2b defined as being in
+ the second region (Caution: MSM does not check that the region is
+ correct):</para>
+ <para>
+ <programlisting>struct SubState2b : public msm::front::state&lt;> ,
+ public msm::front::explicit_entry&lt;1></programlisting>
+ </para>
+ </sect3>
+ <sect3>
+ <title>Entry pseudo states</title>
+ <para> To define an entry pseudo state, you need derive from the
+ corresponding class and give the region id:</para>
+ <para>
+ <programlisting>struct PseudoEntry1 : public msm::front::entry_pseudo_state&lt;0></programlisting>
+ </para>
+ <para>And add the corresponding transition in the top-level state machine's
+ transition table:</para>
+ <para>
+ <programlisting>_row &lt; State1, Event4, SubFsm2::entry_pt&lt;SubFsm2_::PseudoEntry1> ></programlisting>
+ </para>
+ <para>And another in the SubFsm2_ submachine definition (remember that UML
+ defines an entry point as a connection between two transitions), for
+ example this time with an action method:</para>
+ <para>
+ <programlisting>_row &lt; PseudoEntry1, Event4, SubState3,&amp;SubFsm2_::entry_action ></programlisting>
+ </para>
+ </sect3>
+ <sect3>
+ <title> Exit pseudo states </title>
+ <para>And finally, exit pseudo states are to be used almost the same way,
+ but defined differently: it takes as template argument the event to be
+ forwarded (no region id is necessary):</para>
+ <para>
+ <programlisting>struct PseudoExit1 : public exit_pseudo_state&lt;event6></programlisting>
+ </para>
+ <para>And you need, like for entry pseudo states, two transitions, one in
+ the submachine:</para>
+ <para>
+ <programlisting>_row &lt; SubState3, Event5, PseudoExit1 ></programlisting>
+ </para>
+ <para>And one in the containing state machine:</para>
+ <para>
+ <programlisting>_row &lt; SubFsm2::exit_pt&lt;SubFsm2_::PseudoExit1>, Event6,State2 ></programlisting>
+ </para>
+ <para><emphasis role="underline">Important note 1:</emphasis> UML defines
+ transiting to an entry pseudo state and having either no second
+ transition or one with a guard as an error but defines no error
+ handling. MSM will tolerate this behavior; the entry pseudo state will
+ simply be the newly active state.</para>
+ <para><emphasis role="underline">Important note 2</emphasis>: UML defines
+ transiting to an exit pseudo state and having no second transition as an
+ error, and also defines no error handling. Therefore, it was decided to
+ implement exit pseudo state as terminate states and the containing
+ composite not properly exited will stay terminated as it was technically
+ “exitedâ€.</para>
+ <para><emphasis role="underline">Important note 3:</emphasis> UML states
+ that for the exit point, the same event must be used in both
+ transitions. MSM relaxes this rule and only wants the event on the
+ inside transition to be convertible to the one of the outside
+ transition. In our case, event6 is convertible from event5. Notice that
+ the forwarded event must be named in the exit point definition. For
+ example, we could define event6 as simply as:</para>
+ <para>
+ <programlisting>struct event
+{
+ event(){}
+ template &lt;class Event>
+ event(Event const&amp;){}
+}; //convertible from any event</programlisting>
+ <emphasis role="underline">Note</emphasis>: There is a current
+ limitation if you need not only convert but also get some data from the
+ original event. Consider:</para>
+ <programlisting>struct event1
+{
+ event1(int val_):val(val_) {}
+ int val;
+}; // forwarded from exit point
+struct event2
+{
+ template &lt;class Event>
+ event2(Event const&amp; e):val(e.val){} // compiler will complain about another event not having any val
+ int val;
+}; // what the higher-level fsm wants to get</programlisting>
+ <para>The solution is to provide two constructors:</para>
+ <programlisting>struct event2
+{
+ template &lt;class Event>
+ event2(Event const&amp; ):val(0){} // will not be used
+ event2(event1 const&amp; e)):val(e.val){} // the conversion constructor
+ int val;
+}; // what the higher-level fsm wants to get</programlisting>
+ </sect3>
+ </sect2>
+ <sect2>
+ <title>Flags</title>
+ <para>This <link xlink:href="examples/Flags.cpp">tutorial</link> is devoted to a
+ concept not defined in UML: flags. It has been added into MSM after proving
+ itself useful on many occasions. Please, do not be frightened as we are not
+ talking about ugly shortcuts made of an improbable collusion of
+ Booleans.</para>
+ <para>If you look into the Boost.Statechart documentation you'll find this
+ code:</para>
+ <programlisting>if ( ( state_downcast&lt; const NumLockOff * >() != 0 ) &amp;&amp;
+ ( state_downcast&lt; const CapsLockOff * >() != 0 ) &amp;&amp;
+ ( state_downcast&lt; const ScrollLockOff * >() != 0 ) )
+ </programlisting>
+ <para>While correct and found in many UML books, this can be error-prone and a
+ potential time-bomb when your state machine grows and you add new states or
+ orthogonal regions.</para>
+ <para>And most of all, it hides the real question, which would be “does my state
+ machine's current state define a special property� In this special case
+ “are my keys in a lock state� So let's apply the Fundamental Theorem of
+ Software Engineering and move one level of abstraction higher.</para>
+ <para>In our player example, let's say we need to know if the player has a
+ loaded CD. We could do the same:</para>
+ <programlisting>if ( ( state_downcast&lt; const Stopped * >() != 0 ) &amp;&amp;
+ ( state_downcast&lt; const Open * >() != 0 ) &amp;&amp;
+ ( state_downcast&lt; const Paused * >() != 0 ) &amp;&amp;
+ ( state_downcast&lt; const Playing * >() != 0 )) </programlisting>
+ <para>Or flag these 4 states as CDLoaded-able. You add a flag_list type into
+ each flagged state:</para>
+ <para>
+ <programlisting>typedef mpl::vector1&lt;CDLoaded> flag_list;</programlisting>
+ </para>
+ <para>You can even define a list of flags, for example in Playing:</para>
+ <para>
+ <programlisting>typedef mpl::vector2&lt;PlayingPaused,CDLoaded> flag_list;</programlisting>
+ </para>
+ <para>This means that Playing supports both properties. To check if your player
+ has a loaded CD, check if your flag is active in the current state:</para>
+ <para>
+ <programlisting>player p; if (p.is_flag_active&lt;CDLoaded>()) ... </programlisting>
+ </para>
+ <para>And what if you have orthogonal regions? How to decide if a state machine
+ is in a flagged state? By default, you keep the same code and the current
+ states will be OR'ed, meaning if one of the active states has the flag, then
+ is_flag_active returns true. Of course, in some cases, you might want that
+ all of the active states are flagged for the state to be active. You can
+ also AND the active states:</para>
+ <para>
+ <programlisting>if (p.is_flag_active&lt;CDLoaded,player::Flag_AND>()) ...</programlisting>
+ </para>
+ <para>The following diagram displays the flag situation in the tutorial.</para>
+ <para><inlinemediaobject>
+ <imageobject>
+ <imagedata fileref="images/FlagsTutorial.jpg" width="60%"
+ scalefit="1"/>
+ </imageobject>
+ </inlinemediaobject></para>
+ </sect2>
+ <sect2>
+ <title><command xml:id="event-hierarchy"/>Event Hierarchy</title>
+ <para>There are cases where one needs transitions based on categories of events.
+ An example is text parsing. Let's say you want to parse a string and use a
+ state machine to manage your parsing state. You want to parse 4 digits and
+ decide to use a state for every matched digit. Your state machine could look
+ like:</para>
+ <para><inlinemediaobject>
+ <imageobject>
+ <imagedata fileref="images/ParsingDigits.jpg" width="30%"
+ scalefit="1"/>
+ </imageobject>
+ </inlinemediaobject></para>
+ <para>But how to detect the digit event? We would like to avoid defining 10
+ transitions on char_0, char_1... between two states as it would force us to
+ write 4 x 10 transitions and the compile-time would suffer. To solve this
+ problem, MSM supports the triggering of a transition on a subclass event.
+ For example, if we define digits as: </para>
+ <programlisting>struct digit {};
+struct char_0 : public digit {}; </programlisting>
+ <para>And to the same for other digits, we can now fire char_0, char_1 events
+ and this will cause a transition with "digit" as trigger to be taken.</para>
+ <para>An <link xlink:href="examples/ParsingDigits.cpp">example</link> with
+ performance measurement, taken from the documentation of Boost.Xpressive
+ illustrates this example. You might notice that the performance is actually
+ very good (in this case even better).</para>
+ </sect2>
+ <sect2>
+ <title>Customizing a state machine / Getting more speed</title>
+ <para>MSM is offering many UML features at a high-speed, but sometimes, you just
+ need more speed and are ready to give up some features in exchange. A
+ process_event is handling several tasks: <itemizedlist>
+ <listitem>
+ <para>checking for terminate/interrupt states</para>
+ </listitem>
+ <listitem>
+ <para>handling the message queue (for entry/exit/transition actions
+ generating themselves events)</para>
+ </listitem>
+ <listitem>
+ <para>handling deferred events</para>
+ </listitem>
+ <listitem>
+ <para>catching exceptions (or not)</para>
+ </listitem>
+ <listitem>
+ <para>handling the state switching and action calls</para>
+ </listitem>
+ </itemizedlist>Of these tasks, only the last one is absolutely necessary to
+ a state machine (its core job), the other ones are nice-to-haves which cost
+ CPU time. In many cases, it is not so important, but in embedded systems,
+ this can lead to ad-hoc state machine implementations. MSM detects by itself
+ if a concrete state machine makes use of terminate/interrupt states and
+ deferred events and deactivates them if not used. For the other two, if you
+ do not need them, you need to help by indicating it in your implementation.
+ This is done with two simple typedefs:<itemizedlist>
+ <listitem>
+ <para><code>no_exception_thrown</code> indicates that behaviors will
+ never throw and MSM does not need to catch anything</para>
+ </listitem>
+ <listitem>
+ <para><code>no_message_queue</code> indicates that no action will
+ itself generate a new event and MSM can save us the message
+ queue.</para>
+ </listitem>
+ </itemizedlist>The third configuration possibility, explained <link
+ xlink:href="#basic-defer">here</link>, is to manually activate deferred
+ events, using <code>activate_deferred_events</code>. For example, the
+ following state machine sets all three configuration types:</para>
+ <programlisting>struct player_ : public msm::front::state_machine_def&lt;player_>
+{
+ // no need for exception handling or message queue
+ typedef int no_exception_thrown;
+ typedef int no_message_queue;
+ // also manually enable deferred events
+ typedef int activate_deferred_events
+ ...// rest of implementation
+ };</programlisting>
+ <para><emphasis role="underline">Important note</emphasis>: As exit pseudo
+ states are using the message queue to forward events out of a submachine,
+ the <code>no_message_queue</code> option cannot be used with state machines
+ containing an exit pseudo state.</para>
+ </sect2>
+ <sect2>
+ <title>Choosing the initial event</title>
+ <para>A state machine is started using the <code>start</code> method. This
+ causes the initial state's entry behavior to be executed. Like every entry
+ behavior, it becomes as parameter the event causing the state to be entered.
+ But when the machine starts, there was no event triggered. In this case, MSM
+ sends <code>msm::back::state_machine&lt;...>::InitEvent</code>, which might
+ not be the default you'd want. For this special case, MSM provides a
+ configuration mechanism in the form of a typedef. If the state machine's
+ front-end definition provides an initial_event typedef set to another event,
+ this event will be used. For example:</para>
+ <programlisting>struct my_initial_event{};
+struct player_ : public msm::front::state_machine_def&lt;player_>{
+...
+typedef my_initial_event initial_event;
+};</programlisting>
+ </sect2>
+ <sect2>
+ <title> Containing state machine (deprecated)</title>
+ <para>This feature is still supported in MSM for backward compatibility but made
+ obsolete by the fact that every guard/action/entry action/exit action get
+ the state machine passed as argument and might be removed at a later
+ time.</para>
+ <para>All of the states defined in the state machine are created upon state
+ machine construction. This has the huge advantage of a reduced syntactic
+ noise. The cost is a small loss of control for the user on the state
+ creation and access. But sometimes you needed a way for a state to get
+ access to its containing state machine. Basically, a state needs to change
+ its declaration to:</para>
+ <programlisting>struct Stopped : public msm::front::state&lt;sm_ptr></programlisting>
+ <para>And to provide a set_sm_ptr function: <code>void set_sm_ptr(player*
+ pl)</code></para>
+ <para>to get a pointer to the containing state machine. The same applies to
+ terminate_state / interrupt_state and entry_pseudo_state /
+ exit_pseudo_state. </para>
+ </sect2>
+ </sect1>
+ <sect1>
+ <title><command xml:id="functor-front-end"/>Functor front-end</title>
+ <para>The functor front-end is the preferred front-end at the moment. It is more
+ powerful than the standard front-end and has a more readable transition table.
+ It also makes it easier to reuse parts of state machines. Like <command
+ xlink:href="#eUML-front-end">eUML</command>, it also comes with a good deal
+ of predefined actions. Actually, eUML generates a functor front-end through
+ Boost.Typeof and Boost.Proto so both offer the same functionality.</para>
+ <para>The rows which MSM offered in the previous front-end come in different
+ flavors. We saw the a_row, g_row, _row, row, not counting internal rows. This is
+ already much to know, so why define new rows? These types have some
+ disadvantages: <itemizedlist>
+ <listitem>
+ <para>They are more typing and information than we would wish. This
+ means syntactic noise and more to learn.</para>
+ </listitem>
+ <listitem>
+ <para>Function pointers are weird in C++.</para>
+ </listitem>
+ <listitem>
+ <para>The action/guard signature is limited and does not allow for more
+ variations of parameters (source state, target state, current state
+ machine, etc.)</para>
+ </listitem>
+ <listitem>
+ <para>It is not easy to reuse action code from a state machine to
+ another.</para>
+ </listitem>
+ </itemizedlist></para>
+ <sect2>
+ <title> Transition table </title>
+ <para>We can change the definition of the simple tutorial's transition table
+ to:</para>
+ <programlisting>
+struct transition_table : mpl::vector&lt;
+// Start Event Target Action Guard
+// +---------+------------+-----------+---------------------------+----------------------------+
+Row &lt; Stopped , play , Playing , start_playback , none >,
+Row &lt; Stopped , open_close , Open , open_drawer , none >,
+Row &lt; Stopped , stop , Stopped , none , none >,
+// +---------+------------+-----------+---------------------------+----------------------------+
+Row &lt; Open , open_close , Empty , close_drawer , none >,
+// +---------+------------+-----------+---------------------------+----------------------------+
+Row &lt; Empty , open_close , Open , open_drawer , none >,
+Row &lt; Empty , cd_detected, Stopped , store_cd_info , good_disk_format >,
+g_row&lt; Empty , cd_detected, Playing , &amp;player_::store_cd_info , &amp;player_::auto_start >,
+// +---------+------------+-----------+---------------------------+----------------------------+
+Row &lt; Playing , stop , Stopped , stop_playback , none >,
+Row &lt; Playing , pause , Paused , pause_playback , none >,
+Row &lt; Playing , open_close , Open , stop_and_open , none >,
+// +---------+------------+-----------+---------------------------+----------------------------+
+Row &lt; Paused , end_pause , Playing , resume_playback , none >,
+Row &lt; Paused , stop , Stopped , stop_playback , none >,
+Row &lt; Paused , open_close , Open , stop_and_open , none >
+// +---------+------------+-----------+---------------------------+----------------------------+
+> {};
+ </programlisting>
+ <para>Transitions are now of type "Row" with exactly 5 template arguments:
+ source state, event, target state, action and guard. Wherever there is
+ nothing (for example actions and guards), write "none". Actions and guards
+ are no more methods but functors getting as arguments the detected event,
+ the state machine, source and target state:</para>
+ <programlisting>struct store_cd_info
+{
+ template &lt;class Fsm,class Evt,class SourceState,class TargetState>
+ void operator()(Evt const&amp;, Fsm&amp; fsm, SourceState&amp;,TargetState&amp; )
+ {
+ cout &lt;&lt; "player::store_cd_info" &lt;&lt; endl;
+ fsm.process_event(play());
+ }
+}; </programlisting>
+ <para>The advantage of functors compared to functions are that functors are
+ generic and reusable. They also allow passing more parameters than just
+ events. The guard functors are the same but have an operator() returning a
+ bool.</para>
+ <para>It is also possible to mix rows from different front-ends. To show this, a
+ g_row has been left in the transition table. <emphasis role="underline"
+ >Note:</emphasis> in case the action functor is used in the transition
+ table of a state machine contained inside a top-level state machine, the
+ “fsm†parameter refers to the lowest-level state machine (referencing this
+ action), not the top-level one.</para>
+ <para>To illustrate the reusable point, MSM comes with a whole set of predefined
+ functors. Please refer to eUML for the <link xlink:href="#Reference-begin"
+ >full list</link>. For example, we are now going to replace the first
+ action by an action sequence and the guard by a more complex functor.</para>
+ <para>We decide we now want to execute two actions in the first transition
+ (Stopped -> Playing). We only need to change the action start_playback to
+ <programlisting>ActionSequence_&lt; mpl::vector&lt;some_action, start_playback> ></programlisting>and
+ now will execute some_action and start_playback every time the transition is
+ taken. ActionSequence_ is a functor calling each action of the mpl::vector
+ in sequence.</para>
+ <para>We also want to replace good_disk_format by a condition of the type:
+ “good_disk_format &amp;&amp; (some_condition || some_other_condition)â€. We
+ can achieve this using And_ and Or_ functors:
+ <programlisting>And_&lt;good_disk_format,Or_&lt; some_condition , some_other_condition> ></programlisting>It
+ even starts looking like functional programming. MSM ships with functors for
+ operators, state machine usage, STL algorithms or container methods.</para>
+ </sect2>
+ <sect2>
+ <title>Defining states with entry/exit actions</title>
+ <para>You probably noticed that we just showed a different transition table and
+ that we even mixed rows from different front-ends. This means that you can
+ do this and leave the definitions for states unchanged. Most examples are
+ doing this as it is the simplest solution. You still enjoy the simplicity of
+ the first front-end with the extended power of the new transition types.
+ This <link xlink:href="examples/SimpleWithFunctors.cpp">tutorial</link>,
+ adapted from the earlier example does just this.</para>
+ <para>Of course, it is also possible to define states where entry and exit
+ actions are also provided as functors as these are generated by eUML and
+ both front-ends are equivalent. For example, we can define a state
+ as:</para>
+ <programlisting>struct Empty_Entry
+{
+ template &lt;class Event,class Fsm,class State>
+ void operator()(Event const&amp;,Fsm&amp;,State&amp;)
+ {
+ ...
+ }
+}; // same for Empty_Exit
+struct Empty : public msm::front::euml::func_state&lt;Empty_Entry,Empty_Exit>{};</programlisting>
+ <para>This also means that you can, like in the transition table, write entry /
+ exit actions made of more complicated action combinations. The previous
+ example can therefore <link xlink:href="examples/SimpleWithFunctors2.cpp">be
+ rewritten</link>.</para>
+ <para>Usually, however, one will probably use the standard state definition as
+ it provides the same capabilities as this front-end state definition, unless
+ one needs some of the shipped predefined functors or is a fan of functional
+ programming.</para>
+ </sect2>
+ <sect2>
+ <title><command xml:id="functor-front-end-actions"/>What do you actually do inside actions / guards (Part 2)?</title>
+ <para>Using the basic front-end, we saw how to pass data to actions through the
+ event, that data common to all states could be stored in the state machine,
+ state relevant data could be stored in the state and access as template
+ parameter in the entry / exit actions. What was however missing was the
+ capability to access relevant state data in the transition action. This is
+ possible with this front-end. A transition's source and target state are
+ also given as arguments. If the current calculation's state was to be found
+ in the transition's source state (whatever it is), we could access
+ it:</para>
+ <programlisting>struct send_rocket
+{
+ template &lt;class Fsm,class Evt,class SourceState,class TargetState>
+ void operator()(Evt const&amp;, Fsm&amp; fsm, SourceState&amp; src,TargetState&amp; )
+ {
+ fire_rocket(evt.direction, src.current_calculation);
+ }
+}; </programlisting>
+ <para>It was a little awkward to generate new events inside actions with the basic
+ front-end. With the functor front-end it is much cleaner:</para>
+ <programlisting>struct send_rocket
+{
+ template &lt;class Fsm,class Evt,class SourceState,class TargetState>
+ void operator()(Evt const&amp; evt, Fsm&amp; fsm, SourceState&amp; src,TargetState&amp;)
+ {
+ fire_rocket(evt.direction, src.current_calculation);
+ fsm.process_event(rocket_launched());
+ }
+}; </programlisting>
+ </sect2>
+ <sect2>
+ <title>Defining a simple state machine</title>
+ <para>Like states, state machines can be defined using the previous front-end,
+ as the previous example showed, or with the functor front-end, which allows
+ you to define a state machine entry and exit functions as functors, as in
+ <link xlink:href="examples/SimpleWithFunctors2.cpp">this
+ example</link>.</para>
+ </sect2>
+ <sect2>
+ <title>Anonymous transitions</title>
+ <para>Anonymous (completion) transitions are transitions without a named event.
+ We saw how this front-end uses <code>none</code> when no action or guard is
+ required. We can also use <code>none</code> instead of an event to mark an
+ anonymous transition. For example, the following transition makes an
+ immediate transition from State1 to State2:</para>
+ <programlisting>Row &lt; State1 , none , State2 ></programlisting>
+ <para>The following transition does the same but calling an action in the
+ process:</para>
+ <programlisting>Row &lt; State1 , none , State2 , State1ToState2, none ></programlisting>
+ <para>The following diagram shows an example and its <link
+ xlink:href="examples/AnonymousTutorialWithFunctors.cpp"
+ >implementation</link>:</para>
+ <para><inlinemediaobject>
+ <imageobject>
+ <imagedata fileref="images/Anonymous.jpg" width="70%" scalefit="1"/>
+ </imageobject>
+ </inlinemediaobject></para>
+ </sect2>
+ <sect2>
+ <title><command xml:id="functor-internal-transitions"/>Internal
+ transitions</title>
+ <para>The <link xlink:href="examples/SimpleTutorialInternalFunctors.cpp"
+ >following example</link> uses internal transitions with the functor
+ front-end. As for the simple standard front-end, both methods of defining
+ internal transitions are supported:<itemizedlist>
+ <listitem>
+ <para>providing a <code>Row</code> in the state machine's transition
+ table with <code>none</code> as target state defines an internal
+ transition.</para>
+ </listitem>
+ <listitem>
+ <para>providing an <code>internal_transition_table</code> made of
+ <code>Internal</code> rows inside a state or submachine
+ defines UML-conform internal transitions with higher
+ priority.</para>
+ </listitem>
+ <listitem>
+ <para>transitions defined inside
+ <code>internal_transition_table</code> require no source or
+ target state as the source state is known (<code>Internal</code>
+ really are <code>Row</code> without a source or target state)
+ .</para>
+ </listitem>
+ </itemizedlist>Like for the <command xlink:href="#internal-transitions-note"
+ >standard front-end internal transitions</command>, internal transition
+ tables are added into the main state machine's table, thus allowing you to
+ distribute the transition table definition and reuse states.</para>
+ <para>There is an 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 later. 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). While the example is with eUML,
+ the same is also possible with this front-end.</para>
+ </sect2>
+ </sect1>
+ <sect1>
+ <title><command xml:id="eUML-front-end"/>eUML (experimental)</title>
+ <para><emphasis role="underline">Important note</emphasis>: eUML requires a compiler
+ supporting Boost.Typeof. More generally, eUML has experimental status because
+ some compilers will start crashing when a state machine becomes too big (usually
+ when you write huge actions).</para>
+ <para>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.</para>
+ <para>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.</para>
+ <para>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 supported (like VC9-10, g++ >=
+ 4.3).</para>
+ <para>Examples will be provided in the next paragraphs. You need to include eUML
+ basic features: </para>
+ <para>
+ <programlisting>#include &lt;msm/front/euml/euml.hpp></programlisting>
+ </para>
+ <para>To add STL support (at possible cost of longer compilation times), include: </para>
+ <para>
+ <programlisting>#include &lt;msm/front/euml/stl.hpp></programlisting>
+ </para>
+ <para>eUML is defined in the namespace <code>msm::front::euml</code>.</para>
+ <sect2>
+ <title>Transition table</title>
+ <para>A transition can be defined using eUML as: </para>
+ <para>
+ <programlisting>source + event [guard] / action == target</programlisting>
+ </para>
+ <para>or as</para>
+ <para>
+ <programlisting>target == source + event [guard] / action</programlisting>
+ </para>
+ <para>The first version looks like a drawn transition in a diagram, the second
+ one seems natural to a C++ developer.</para>
+ <para>The simple transition table written with the <command
+ xlink:href="#functor-front-end">functor front-end</command> can now be
+ written as:</para>
+ <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) </programlisting>
+ <para>Or, using the alternative notation, it can be:</para>
+ <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) </programlisting>
+ <para>The transition table now looks like a list of (readable) rules with little
+ noise.</para>
+ <para>UML defines guards between “[ ]†and actions after a “/â€, 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.</para>
+ <para>If this seems to you like it will cost you run-time performance, don't
+ worry, eUML is based on typeof (or 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
+ <command xlink:href="#functor-front-end">functor
+ front-end</command>.</para>
+ <para>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.</para>
+ </sect2>
+ <sect2>
+ <title>A simple example: rewriting only our transition table</title>
+ <para>As an introduction to eUML, we will rewrite our tutorial's transition
+ table using eUML. This will require two or three changes, depending on the compiler:<itemizedlist>
+ <listitem>
+ <para>events must inherit from msm::front::euml::euml_event&lt;
+ event_name ></para>
+ </listitem>
+ <listitem>
+ <para>states must inherit from msm::front::euml::euml_state&lt;
+ state_name ></para>
+ </listitem>
+ <listitem>
+ <para>with VC, states must be declared before the front-end</para>
+ </listitem>
+ </itemizedlist></para>
+ <para>We now can write the transition table like just shown, using
+ BOOST_MSM_EUML_DECLARE_TRANSITION_TABLE instead of
+ BOOST_MSM_EUML_TRANSITION_TABLE. The <link
+ xlink:href="examples/SimpleTutorialWithEumlTable.cpp">implementation</link> is pretty
+ straightforward.</para>
+ <para>The <link
+ xlink:href="examples/CompositeTutorialWithEumlTable.cpp">composite</link> implementation is slightly trickier because the submachine
+ has to be a msm::back::state_machine and a msm::front::euml::state. For
+ example:</para>
+ <programlisting>// front-end like always
+struct front_end : public boost::msm::front::state_machine_def&lt;front_end>
+{
+...
+};
+// back-end like always
+typedef boost::msm::back::state_machine&lt;front_end> back_end;
+// this is new: make the submachine a eUML type
+struct submachine : public back_end,
+ public boost::msm::front::euml::euml_state&lt;back_end>
+{
+};</programlisting>
+ <para>Unfortunately, there is a bug with VC, which appears from time to time and
+ causes in a stack overflow. If you get a warning that the program is
+ recursive on all paths, revert to either standard eUML or another front-end
+ as Microsoft doesn't seem to intend to fix it.</para>
+ <para>We now have a new, more readable transition table with few changes to our
+ example. eUML can do much more so please follow the guide.</para>
+ </sect2>
+ <sect2>
+ <title>Defining events, actions and states with entry/exit actions</title>
+ <sect3>
+ <title>Events</title>
+ <para>Events must be proto-enabled. To achieve this, they must inherit from
+ a proto terminal (euml_event&lt;event-name>). eUML also provides a macro
+ to make this easier:</para>
+ <para>
+ <programlisting>BOOST_MSM_EUML_EVENT(play)</programlisting>
+ </para>
+ <para>This declares an event type and an instance of this type called
+ <code>play</code>, which is now ready to use in state or transition
+ behaviors.</para>
+ <para>There is a second macro, BOOST_MSM_EUML_EVENT_WITH_ATTRIBUTES, which
+ takes as second parameter the attributes an event will contain, using
+ the <command xlink:href="#eUML-attributes">attribute
+ syntax</command>.</para>
+ <para><emphasis role="underline">Note</emphasis>: 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>fsm.process_event(play());</code> or do we have to write:
+ <code>fsm.process_event(play);</code></para>
+ <para>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.</para>
+ </sect3>
+ <sect3>
+ <title>Actions</title>
+ <para>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 >. eUML also provides a macro:</para>
+ <programlisting>BOOST_MSM_EUML_ACTION(some_condition)
+{
+ template &lt;class Fsm,class Evt,class SourceState,class TargetState>
+ bool operator()(Evt const&amp; ,Fsm&amp; ,SourceState&amp;,TargetState&amp; )
+ { return true; }
+}; </programlisting>
+ <para>Like for events, this macro declares a functor type and an instance
+ for use in transition or state behaviors.</para>
+ <para>It is possible to use the same action grammar from the transition
+ table to define state entry and exit behaviors. So
+ <code>(action1,action2)</code> is a valid entry or exit behavior
+ executing both actions in turn.</para>
+ <para>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:</para>
+ <programlisting>BOOST_MSM_EUML_ACTION(Empty_Entry)
+{
+ template &lt;class Evt,class Fsm,class State>
+ void operator()(Evt const&amp; ,Fsm&amp; ,State&amp; ) { ... }
+ }; </programlisting>
+ <para><command xml:id="eUML-reuse-functor"/>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:</para>
+ <programlisting>struct start_playback
+{
+ template &lt;class Fsm,class Evt,class SourceState,class TargetState>
+ void operator()(Evt const&amp; ,Fsm&amp;,SourceState&amp; ,TargetState&amp; )
+ {
+ ...
+ }
+};
+BOOST_MSM_EUML_TRANSITION_TABLE((
+Playing == Stopped + play / start_playback() ,
+...
+),transition_table)</programlisting>
+ </sect3>
+ <sect3>
+ <title>States</title>
+ <para>There is also a macro for states. This macro has 2 arguments, first
+ the expression defining the state, then the state (instance)
+ name:</para>
+ <programlisting>BOOST_MSM_EUML_STATE((),Paused)</programlisting>
+ <para>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:</para>
+ <programlisting>BOOST_MSM_EUML_STATE(((Empty_Entry,Dummy_Entry)/*2 entryactions*/,
+ Empty_Exit/*1 exit action*/ ),
+ Empty)</programlisting>
+ <para>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.</para>
+ <para>There are several possibilitites for the <command
+ xml:id="eUML-build-state"/> expression syntax:<itemizedlist>
+ <listitem>
+ <para>(): state without entry or exit action.</para>
+ </listitem>
+ <listitem>
+ <para>(Expr1): state with entry but no exit action.</para>
+ </listitem>
+ <listitem>
+ <para>(Expr1,Expr2): state with entry and exit action.</para>
+ </listitem>
+ <listitem>
+ <para>(Expr1,Expr2,Attributes): state with entry and exit
+ action, defining some attributes (read further on).</para>
+ </listitem>
+ <listitem>
+ <para>(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).</para>
+ </listitem>
+ <listitem>
+ <para>(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).</para>
+ </listitem>
+ </itemizedlist></para>
+ <para>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 “/â€
+ symbol).</para>
+ <para>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>msm::front::state&lt;></code>, like any state, and
+ from <code>euml_state&lt;state-name></code> to be proto-enabled. You
+ will then need to declare an instance for use in the transition table.
+ For example:</para>
+ <programlisting>struct Empty_impl : public msm::front::state&lt;> , public euml_state&lt;Empty_impl>
+{
+ void activate_empty() {std::cout &lt;&lt; "switching to Empty " &lt;&lt; std::endl;}
+ template &lt;class Event,class Fsm>
+ void on_entry(Event const&amp; evt,Fsm&amp;fsm){...}
+ template &lt;class Event,class Fsm>
+ void on_exit(Event const&amp; evt,Fsm&amp;fsm){...}
+};
+//instance for use in the transition table
+Empty_impl const Empty;</programlisting>
+ <para>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. </para>
+ <programlisting>BOOST_MSM_EUML_METHOD(ActivateEmpty_,activate_empty,activate_empty_,void,void)</programlisting>
+ <para>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:</para>
+ <programlisting>Empty == Open + open_close / (close_drawer,activate_empty_(target_))</programlisting>
+ </sect3>
+ </sect2>
+ <sect2>
+ <title>Wrapping up a simple state machine and first complete examples</title>
+ <para>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, <command xml:id="eUML-build-sm"
+ />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:<itemizedlist>
+ <listitem>
+ <para>(Stt, Init): simplest state machine where only the transition
+ table and initial state(s) are defined.</para>
+ </listitem>
+ <listitem>
+ <para>(Stt, Init, Expr1): state machine where the transition table,
+ initial state and entry action are defined.</para>
+ </listitem>
+ <listitem>
+ <para>(Stt, Init, Expr1, Expr2): state machine where the transition
+ table, initial state, entry and exit actions are defined.</para>
+ </listitem>
+ <listitem>
+ <para>(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).</para>
+ </listitem>
+ <listitem>
+ <para>(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 <link
+ xlink:href="#eUML-Configuration">configuration
+ capabilities</link> (no message queue / no exception
+ catching) are added.</para>
+ </listitem>
+ <listitem>
+ <para>(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 <link
+ xlink:href="#backend-base-state">back-end
+ description</link>) is defined.</para>
+ </listitem>
+ </itemizedlist>For example, a minimum state machine could be defined
+ as:</para>
+ <programlisting>BOOST_MSM_EUML_TRANSITION_TABLE((
+),transition_table) </programlisting>
+ <programlisting>BOOST_MSM_EUML_DECLARE_STATE_MACHINE((transition_table,init_ &lt;&lt; Empty ),
+ player_)</programlisting>
+ <para>Please have a look at the player tutorial written using eUML's <link
+ xlink:href="examples/SimpleTutorialEuml2.cpp">first syntax</link> and
+ <link xlink:href="examples/SimpleTutorialEuml.cpp">second syntax</link>.
+ 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 <command xlink:href="#eUML-attributes">attribute
+ syntax</command>.</para>
+ </sect2>
+ <sect2>
+ <title>Defining a submachine</title>
+ <para>Defining a submachine (see <link
+ xlink:href="examples/CompositeTutorialEuml.cpp">tutorial</link>) 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.</para>
+ <para>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:</para>
+ <programlisting>BOOST_MSM_EUML_DECLARE_STATE_MACHINE(...,Playing_)
+typedef msm::back::state_machine&lt;Playing_> Playing_type;
+Playing_type const Playing;</programlisting>
+ <para>We can now use this instance inside the transition table of the containing
+ state machine:</para>
+ <programlisting>Paused == Playing + pause / pause_playback</programlisting>
+ </sect2>
+ <sect2>
+ <title>
+ <command xml:id="eUML-attributes"/>Attributes / Function call</title>
+ <para>We now want to make our grammar more useful. Very often, one needs only
+ very simple action methods, for example ++Counter or Counter > 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. </para>
+ <para>If you look back at our examples using the <link
+ xlink:href="examples/SimpleTutorialEuml2.cpp">first</link> and <link
+ xlink:href="examples/SimpleTutorialEuml.cpp">second</link> syntaxes, you
+ will find a BOOST_MSM_EUML_DECLARE_ATTRIBUTE and a BOOST_MSM_EUML_ATTRIBUTES
+ macro. The first one declares possible attributes:</para>
+ <programlisting>BOOST_MSM_EUML_DECLARE_ATTRIBUTE(std::string,cd_name)
+BOOST_MSM_EUML_DECLARE_ATTRIBUTE(DiskTypeEnum,cd_type)</programlisting>
+ <para>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:</para>
+ <programlisting>BOOST_MSM_EUML_ATTRIBUTES((attributes_ &lt;&lt; cd_name &lt;&lt; cd_type ),
+ cd_detected_attributes)</programlisting>
+ <para>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:</para>
+ <programlisting>BOOST_MSM_EUML_EVENT_WITH_ATTRIBUTES(cd_detected,cd_detected_attributes)</programlisting>
+ <para>For states, we use the BOOST_MSM_EUML_STATE macro, which has an expression
+ form where one can provide attributes. For example:</para>
+ <programlisting>BOOST_MSM_EUML_STATE((no_action /*entry*/,no_action/*exit*/,
+ attributes_ &lt;&lt; cd_detected_attributes),
+ some_state)</programlisting>
+ <para>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:</para>
+ <programlisting>Stopped==Empty+cd_detected[good_disk_format&amp;&amp;(event_(cd_type)==Int_&lt;DISK_CD>())] </programlisting>
+ <para>Read event_(cd_type) as event_->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).</para>
+ <para>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.</para>
+ <para>MSM provides more generic objects for state machine types:<itemizedlist>
+ <listitem>
+ <para>event_ : used inside any action, the event triggering the
+ transition</para>
+ </listitem>
+ <listitem>
+ <para>state_: used inside entry and exit actions, the entered /
+ exited state</para>
+ </listitem>
+ <listitem>
+ <para>source_: used inside a transition action, the source
+ state</para>
+ </listitem>
+ <listitem>
+ <para>target_: used inside a transition action, the target
+ state</para>
+ </listitem>
+ <listitem>
+ <para>fsm_: used inside any action, the (lowest-level) state machine
+ processing the transition</para>
+ </listitem>
+ <listitem>
+ <para>Int_&lt;int value>: a functor representing an int</para>
+ </listitem>
+ <listitem>
+ <para>Char_&lt;value>: a functor representing a char</para>
+ </listitem>
+ <listitem>
+ <para>Size_t_&lt;value>: a functor representing a size_t</para>
+ </listitem>
+ <listitem>
+ <para>String_&lt;mpl::string> (boost >= 1.40): a functor
+ representing a string.</para>
+ </listitem>
+ </itemizedlist></para>
+ <para>These helpers can be used in two different ways:<itemizedlist>
+ <listitem>
+ <para>helper(attribute_name) returns the attribute with name
+ attribute_name</para>
+ </listitem>
+ <listitem>
+ <para>helper returns the state / event type itself.</para>
+ </listitem>
+ </itemizedlist></para>
+ <para>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
+ <link xlink:href="examples/SimpleTutorialEuml.cpp">above
+ tutorial</link>, 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:</para>
+ <programlisting>MSM_EUML_METHOD(ActivateEmpty_,activate_empty,activate_empty_,void,void)</programlisting>
+ <para>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:</para>
+ <programlisting>Empty == Open + open_close / (close_drawer,activate_empty_(target_))</programlisting>
+ <para>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_).</para>
+ <para>More examples can be found in the <link
+ xlink:href="examples/CompilerStressTestEuml.cpp">terrible compiler
+ stress test</link>, the <link xlink:href="examples/SimpleTimer.cpp"
+ >timer example</link> or in the <link
+ xlink:href="examples/iPodSearchEuml.cpp">iPodSearch with eUML</link>
+ (for String_ and more).</para>
+ </sect2>
+ <sect2>
+ <title>Orthogonal regions, flags, event deferring</title>
+ <para>Defining orthogonal regions really means providing more initial states. To
+ add more initial states, “shift left†some, for example, if we had another
+ initial state named AllOk :</para>
+ <programlisting>BOOST_MSM_EUML_DECLARE_STATE_MACHINE((transition_table,
+ init_ &lt;&lt; Empty &lt;&lt; AllOk ),
+ player_)</programlisting>
+ <para>You remember from the <command xlink:href="#eUML-build-state"
+ >BOOST_MSM_EUML_STATE </command> and <command
+ xlink:href="#eUML-build-sm"
+ >BOOST_MSM_EUML_DECLARE_STATE_MACHINE</command> 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:</para>
+ <programlisting>BOOST_MSM_EUML_STATE((no_action,no_action, attributes_ &lt;&lt;no_attributes_,
+ /* flags */ configure_&lt;&lt; PlayingPaused &lt;&lt; CDLoaded),
+ Paused)</programlisting>
+ <para>We now defined that Paused will get two flags, PlayingPaused and CDLoaded,
+ defined, with another macro:</para>
+ <programlisting>BOOST_MSM_EUML_FLAG(CDLoaded)</programlisting>
+ <para>This corresponds to the following basic front-end definition of
+ Paused:</para>
+ <programlisting>struct Paused : public msm::front::state&lt;>
+{
+ typedef mpl::vector2&lt;PlayingPaused,CDLoaded> flag_list;
+};</programlisting>
+ <para>Under the hood, what you get really is a mpl::vector2.</para>
+ <para><emphasis role="underline">Note</emphasis>: 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>cout &lt;&lt; endl</code>,
+ we need a <code>attributes_ &lt;&lt; no_attributes_</code> syntax.</para>
+ <para>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 <link
+ xlink:href="examples/iPodEuml.cpp">iPod implementation with eUML</link>,
+ you find the following transition:</para>
+ <programlisting>ForwardPressed == NoForward + EastPressed[!is_flag_(NoFastFwd)]</programlisting>
+ <para>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.</para>
+ <para>eUML also supports defining deferred events in the state (state machine)
+ definition. To this aim, we can reuse the flag grammar. For example:</para>
+ <programlisting>BOOST_MSM_EUML_STATE((Empty_Entry,Empty_Exit, attributes_ &lt;&lt; no_attributes_,
+ /* deferred */ configure_&lt;&lt; play ),Empty) </programlisting>
+ <para>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:</para>
+ <programlisting>typedef mpl::vector&lt;play> deferred_events;</programlisting>
+ <para>In <link xlink:href="examples/OrthogonalDeferredEuml.cpp">this
+ tutorial</link>, player is defining a second orthogonal region with
+ AllOk as initial state. The <code>Empty</code> and <code>Open</code> states
+ also defer the event <code>play</code>. <code>Open</code>,
+ <code>Stopped</code> and <code>Pause</code> also support the flag
+ <code>CDLoaded</code> using the same left shift into
+ <code>configure_</code>.</para>
+ <para>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
+ <link xlink:href="examples/OrthogonalDeferredEuml.cpp">this
+ tutorial</link>. You will find the following transition:</para>
+ <programlisting>Open + play / defer_</programlisting>
+ <para>This is an <command xlink:href="#eUML-internal">internal
+ transition</command>. Ignore it for the moment. Interesting is, that
+ when the event <code>play</code> is fired and <code>Open</code> is active,
+ the event will be deferred. Now add a guard and you can conditionally defer
+ the event, for example:</para>
+ <programlisting>Open + play [ some_condition ] / defer_</programlisting>
+ <para>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:</para>
+ <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_)</programlisting>
+ <para>A <link xlink:href="examples/OrthogonalDeferredEuml2.cpp">tutorial</link>
+ illustrates this possibility.</para>
+ </sect2>
+ <sect2>
+ <title>
+ <command xml:id="eUML-Configuration"/>Customizing a state machine / Getting
+ more speed</title>
+ <para>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:<itemizedlist>
+ <listitem>
+ <para><code>configure_ &lt;&lt; no_exception</code>: disables
+ exception handling</para>
+ </listitem>
+ <listitem>
+ <para><code>configure_ &lt;&lt; no_msg_queue</code> deactivates the
+ message queue</para>
+ </listitem>
+ <listitem>
+ <para><code>configure_ &lt;&lt; deferred_events</code> manually
+ enables event deferring</para>
+ </listitem>
+ </itemizedlist></para>
+ <para>Deactivating the first two features and not activating the third if not
+ needed greatly improves the event dispatching speed of your state machine.
+ Our <link xlink:href="examples/EumlSimple.cpp">speed testing</link> example
+ with eUML does this for the best performance.</para>
+ <para><emphasis role="underline">Important note</emphasis>: As exit pseudo
+ states are using the message queue to forward events out of a submachine,
+ the <code>no_message_queue</code> option cannot be used with state machines
+ containing an exit pseudo state.</para>
+ </sect2>
+ <sect2>
+ <title>Completion / Anonymous transitions</title>
+ <para>Anonymous transitions (See <command xlink:href="#uml-anonymous">UML
+ tutorial</command>) 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 “+†part of the transition (the event), for
+ example: </para>
+ <programlisting>State3 == State4 [always_true] / State3ToState4
+State4 [always_true] / State3ToState4 == State3</programlisting>
+ <para>Please have a look at <link
+ xlink:href="examples/AnonymousTutorialEuml.cpp">this example</link>,
+ which implements the <command xlink:href="#anonymous-transitions">previously
+ defined</command> state machine with eUML.</para>
+ </sect2>
+ <sect2>
+ <title><command xml:id="eUML-internal"/>Internal transitions</title>
+ <para>Like both other front-ends, eUML supports two ways of defining internal transitions:<itemizedlist>
+ <listitem>
+ <para>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:</para>
+ <programlisting>Open + open_close [internal_guard1] / internal_action1</programlisting>
+ <para><link xlink:href="examples/EumlInternal.cpp">A full
+ example</link> is also provided.</para>
+ </listitem>
+ <listitem>
+ <para>in a state's <code>internal_transition_table</code>. For
+ example:</para>
+ <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
+ ))
+};</programlisting>
+ <para>Notice how we do not need to repeat that the transition
+ originates from Open as we already are in Open's context. </para>
+ <para>The <link xlink:href="examples/EumlInternalDistributed.cpp"
+ >implementation</link> 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).</para>
+ </listitem>
+ </itemizedlist></para>
+ </sect2>
+ <sect2>
+ <title>Other state types</title>
+ <para>We saw the <command xlink:href="#eUML-build-state">build_state</command>
+ function, which creates a simple state. Likewise, eUML provides other
+ state-building macros for other types of states:<itemizedlist>
+ <listitem>
+ <para>BOOST_MSM_EUML_TERMINATE_STATE takes the same arguments as
+ BOOST_MSM_EUML_STATE and defines, well, a terminate
+ state.</para>
+ </listitem>
+ <listitem>
+ <para>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>BOOST_MSM_EUML_INTERRUPT_STATE(( end_error /*end
+ interrupt event*/,ErrorMode_Entry,ErrorMode_Exit
+ ),ErrorMode)</code></para>
+ </listitem>
+ <listitem>
+ <para>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>BOOST_MSM_EUML_EXIT_STATE(( event6 /*propagated
+ event*/,PseudoExit1_Entry,PseudoExit1_Exit
+ ),PseudoExit1)</code></para>
+ </listitem>
+ <listitem>
+ <para>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>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.</para>
+ </listitem>
+ <listitem>
+ <para>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>BOOST_MSM_EUML_ENTRY_STATE(0,(
+ PseudoEntry1_Entry,PseudoEntry1_Exit ),PseudoEntry1)</code>
+ defines a pseudo entry state into the first region of a
+ submachine.</para>
+ </listitem>
+ </itemizedlist></para>
+ <para>To use these states in the transition table, eUML offers the functions
+ <code>explicit_</code>, <code>exit_pt_</code> and
+ <code>entry_pt_</code>. For example, a direct entry into the substate
+ SubState2 from SubFsm2 could be:</para>
+ <programlisting>explicit_(SubFsm2,SubState2) == State1 + event2</programlisting>
+ <para>Forks being a list on direct entries, eUML supports a logical syntax
+ (state1, state2, ...), for example:</para>
+ <programlisting>(explicit_(SubFsm2,SubState2),
+ explicit_(SubFsm2,SubState2b),
+ explicit_(SubFsm2,SubState2c)) == State1 + event3 </programlisting>
+ <para>An entry point is entered using the same syntax as explicit entries:
+ <programlisting>entry_pt_(SubFsm2,PseudoEntry1) == State1 + event4</programlisting></para>
+ <para>For exit points, it is again the same syntax except that exit points are
+ used as source of the transition:
+ <programlisting>State2 == exit_pt_(SubFsm2,PseudoExit1) + event6 </programlisting></para>
+ <para>The <link xlink:href="examples/DirectEntryEuml.cpp">entry tutorial</link>
+ is also available with eUML.</para>
+ </sect2>
+ <sect2>
+ <title>Helper functions</title>
+ <para>We saw a few helpers but there are more, so let us have a more complete description:<itemizedlist>
+ <listitem>
+ <para>event_ : used inside any action, the event triggering the
+ transition</para>
+ </listitem>
+ <listitem>
+ <para>state_: used inside entry and exit actions, the entered /
+ exited state</para>
+ </listitem>
+ <listitem>
+ <para>source_: used inside a transition action, the source
+ state</para>
+ </listitem>
+ <listitem>
+ <para>target_: used inside a transition action, the target
+ state</para>
+ </listitem>
+ <listitem>
+ <para>fsm_: used inside any action, the (deepest-level) state
+ machine processing the transition</para>
+ </listitem>
+ <listitem>
+ <para>These objects can also be used as a function and return an
+ attribute, for example event_(cd_name)</para>
+ </listitem>
+ <listitem>
+ <para>Int_&lt;int value>: a functor representing an int</para>
+ </listitem>
+ <listitem>
+ <para>Char_&lt;value>: a functor representing a char</para>
+ </listitem>
+ <listitem>
+ <para>Size_t_&lt;value>: a functor representing a size_t</para>
+ </listitem>
+ <listitem>
+ <para>True_ and False_ functors returning true and false
+ respectively</para>
+ </listitem>
+ <listitem>
+ <para>String_&lt;mpl::string> (boost >= 1.40): a functor
+ representing a string.</para>
+ </listitem>
+ <listitem>
+ <para>if_then_else_(guard, action, action) where action can be an
+ action sequence</para>
+ </listitem>
+ <listitem>
+ <para>if_then_(guard, action) where action can be an action
+ sequence</para>
+ </listitem>
+ <listitem>
+ <para>while_(guard, action) where action can be an action
+ sequence</para>
+ </listitem>
+ <listitem>
+ <para>do_while_(guard, action) where action can be an action
+ sequence</para>
+ </listitem>
+ <listitem>
+ <para>for_(action, guard, action, action) where action can be an
+ action sequence</para>
+ </listitem>
+ <listitem>
+ <para>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</para>
+ </listitem>
+ <listitem>
+ <para>process_(event_): reprocesses the event which triggered the
+ transition</para>
+ </listitem>
+ <listitem>
+ <para>reprocess_(): same as above but shorter to write</para>
+ </listitem>
+ <listitem>
+ <para>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</para>
+ </listitem>
+ <listitem>
+ <para>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</para>
+ </listitem>
+ <listitem>
+ <para>Predicate_&lt;some predicate>: Used in STL algorithms. Wraps
+ unary/binary functions to make them eUML-compatible so that they
+ can be used in STL algorithms</para>
+ </listitem>
+ </itemizedlist></para>
+ <para>This can be quite fun. For example, </para>
+ <programlisting>/( if_then_else_(--fsm_(m_SongIndex) > Int_&lt;0>(),/*if clause*/
+ show_playing_song, /*then clause*/
+ (fsm_(m_SongIndex)=Int_&lt;1>(),process_(EndPlay))/*else clause*/
+ )
+ )</programlisting>
+ <para>means: if (fsm.SongIndex > 0, call show_playing_song else
+ {fsm.SongIndex=1; process EndPlay on fsm;}</para>
+ <para>A few examples are using these features:<itemizedlist>
+ <listitem>
+ <para>the iPod example introduced at the BoostCon09 <link
+ xlink:href="examples/iPodEuml.cpp">has been rewritten</link>
+ with eUML (weak compilers please move on...)</para>
+ </listitem>
+ <listitem>
+ <para>the iPodSearch example also introduced at the BoostCon09 <link
+ xlink:href="examples/iPodSearchEuml.cpp">has been
+ rewritten</link> with eUML. In this example, you will also
+ find some examples of STL functor usage.</para>
+ </listitem>
+ <listitem>
+ <para><link xlink:href="examples/SimpleTimer.cpp">A simpler
+ timer</link> example is a good starting point. </para>
+ </listitem>
+ </itemizedlist></para>
+ <para>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, <emphasis role="underline">except</emphasis>, for the
+ moment, with the while_, if_then_, if_then_else_ functions.</para>
+ </sect2>
+ <sect2>
+ <title>Phoenix-like STL support</title>
+ <para>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, “.†And
+ “->†of call on objects are replaced by a functional programming paradigm,
+ for example:<itemizedlist>
+ <listitem>
+ <para>begin_(container), end_(container): return iterators of a
+ container.</para>
+ </listitem>
+ <listitem>
+ <para>empty_(container): returns container.empty()</para>
+ </listitem>
+ <listitem>
+ <para>clear_(container): container.clear()</para>
+ </listitem>
+ <listitem>
+ <para>transform_ : std::transform</para>
+ </listitem>
+ </itemizedlist></para>
+ <para>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 <link xlink:href="#Reference-begin">reference</link>
+ 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:</para>
+ <programlisting>#include &lt;msm/front/euml/algorithm.hpp></programlisting>
+ <para>The algorithms are also divided into sub-headers, matching the phoenix
+ structure for simplicity:</para>
+ <programlisting>#include &lt; msm/front/euml/iteration.hpp>
+#include &lt; msm/front/euml/transformation.hpp>
+#include &lt; msm/front/euml/querying.hpp> </programlisting>
+ <para>Container methods can be found in:</para>
+ <programlisting>#include &lt; msm/front/euml/container.hpp></programlisting>
+ <para>Or one can simply include the whole STL support (you will also need to
+ include euml.hpp):</para>
+ <programlisting>#include &lt; msm/front/euml/stl.hpp></programlisting>
+ <para>A few examples (to be found in <link
+ xlink:href="examples/iPodSearchEuml.cpp">this tutorial</link>):<itemizedlist>
+ <listitem>
+ <para><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> and the event has an attribute m_song of
+ type OneSong. The line therefore pushes m_song at the end of
+ m_tgt_container</para>
+ </listitem>
+ <listitem>
+ <para><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</para>
+ </listitem>
+ </itemizedlist></para>
+ </sect2>
+ <sect2>
+ <title><command xml:id="eUML-phoenix"/>Writing actions with Boost.Phoenix (in development)</title>
+ <para> It is also possible to write actions, guards, state entry and exit
+ actions using a reduced set of Boost.Phoenix capabilities. This feature
+ is still in development stage, so you might get here and there some
+ surprise. Simple cases, however, should work well. What will not work
+ will be mixing of eUML and Phoenix functors. Writing guards in one
+ language and actions in another is ok though.</para>
+ <para>Phoenix also supports a larger syntax than what will ever be possible
+ with eUML, so you can only use a reduced set of phoenix's grammar. This
+ is due to the nature of eUML. The run-time transition table definition
+ is translated to a type using Boost.Typeof. The result is a "normal" MSM
+ transition table made of functor types. As C++ does not allow mixing
+ run-time and compile-time constructs, there will be some limit (trying
+ to instantiate a template class MyTemplateClass&lt;i> where i is an int
+ will give you an idea). This means following valid Phoenix constructs
+ will not work:</para>
+ <para>
+ <itemizedlist>
+ <listitem>
+ <para>literals</para>
+ </listitem>
+ <listitem>
+ <para>function pointers</para>
+ </listitem>
+ <listitem>
+ <para>bind</para>
+ </listitem>
+ <listitem>
+ <para>->*</para>
+ </listitem>
+ </itemizedlist>
+ </para>
+ <para>MSM also provides placeholders which make more sense in its context
+ than arg1.. argn:</para>
+ <para>
+ <itemizedlist>
+ <listitem>
+ <para>_event: the event triggering the transition</para>
+ </listitem>
+ <listitem>
+ <para>_fsm: the state machine processing the event</para>
+ </listitem>
+ <listitem>
+ <para>_source: the source state of the transition</para>
+ </listitem>
+ <listitem>
+ <para>_target: the target state of the transition</para>
+ </listitem>
+ <listitem>
+ <para>_state: for state entry/exit actions, the entry/exit
+ state</para>
+ </listitem>
+ </itemizedlist>
+ </para>
+ <para>Future versions of MSM will support Phoenix better. You can contribute
+ by finding out cases which do not work but should, so that they can be
+ added.</para>
+ <para>Phoenix support is not activated by default. To activate it, add
+ before any MSM header: #define BOOST_MSM_EUML_PHOENIX_SUPPORT.</para>
+ <para>A <link
+ xlink:href="examples/SimplePhoenix.cpp">simple example</link> shows some basic capabilities.</para>
+ </sect2>
+ </sect1>
+ <sect1>
+ <title>Back-end</title>
+ <para>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.</para>
+ <sect2>
+ <title>Creation </title>
+ <para>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:
+ <programlisting>typedef msm::back::state_machine&lt;my_front_end> my_fsm;</programlisting></para>
+ <para>We now have a fully functional state machine type. The next sections will
+ describe what can be done with it.</para>
+ </sect2>
+ <sect2>
+ <title><command xml:id="backend-start"/>Starting and stopping a state
+ machine</title>
+ <para>The <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 <link xlink:href="examples/iPodSearch.cpp"
+ >iPodSearch</link> example uses this possibility.</para>
+ <para>The <code>stop()</code> method works the same way. It will cause the exit
+ actions of the currently active states(s) to be called.</para>
+ <para>Both methods are actually not an absolute need. Not calling them will
+ simply cause your first entry or your last exit action not to be
+ called.</para>
+ </sect2>
+ <sect2>
+ <title>Event dispatching</title>
+ <para>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: </para>
+ <programlisting>my_fsm fsm; fsm.process_event(some_event());
+some_event e1; fsm.process_event(e1)</programlisting>
+ <para>Creating an event on the fly will be optimized by the compiler so the
+ performance will not degrade.</para>
+ </sect2>
+ <sect2>
+ <title>Active state(s)</title>
+ <para>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, <command
+ xlink:href="#UML-internal-transition">internal transitions</command> or
+ <command xlink:href="#backend-visitor">visitors</command> 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
+ <command xlink:href="#internals-state-id">internals section</command> to
+ know how state ids are generated.</para>
+ </sect2>
+ <sect2>
+ <title><command xml:id="back-end-serialization"/>Serialization</title>
+ <para>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>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:</para>
+ <para>
+ <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;
+} </programlisting>
+ </para>
+ <para>Loading back is very similar:</para>
+ <para>
+ <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 >> fsm;
+} </programlisting>
+ </para>
+ <para>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:</para>
+ <para>
+ <programlisting>struct Empty : public msm::front::state&lt;>
+{
+ // we want Empty to be serialized. First provide the typedef
+ typedef int do_serialize;
+ // then implement serialize
+ template&lt;class Archive>
+ void serialize(Archive &amp; ar, const unsigned int /* version */)
+ {
+ ar &amp; some_dummy_data;
+ }
+ Empty():some_dummy_data(0){}
+ int some_dummy_data;
+}; </programlisting>
+ </para>
+ <para>You can also serialize data contained in the front-end class. Again, you
+ need to provide the typedef and implement serialize:</para>
+ <para>
+ <programlisting>struct player_ : public msm::front::state_machine_def&lt;player_>
+{
+ //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>
+ void serialize(Archive &amp; ar, const unsigned int )
+ {
+ ar &amp; front_end_data;
+ }
+...
+}; </programlisting>
+ </para>
+ <para>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>BOOST_MSM_EUML_STATE</code> cannot be used, so the state will have
+ to be implemented by directly inheriting from
+ <code>front::euml::euml_state</code>.</para>
+ <para>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).</para>
+ <para>This <link
+ xlink:href="examples/Serialize.cpp">example</link> shows a state machine which we serialize after processing an
+ event. The <code>Empty</code> state also has some data to serialize.</para>
+ </sect2>
+ <sect2>
+ <title><command xml:id="backend-base-state"/>Base state type </title>
+ <para>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:<itemizedlist>
+ <listitem>
+ <para>Add the non-default base state in your msm::front::state&lt;>
+ 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:
+ <programlisting>struct Empty : public msm::front::state&lt;my_base_state></programlisting>
+ 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>msm::front::polymorphic_state</code>
+ </para>
+ </listitem>
+ <listitem>
+ <para>Add the user-defined base state in the state machine frontend
+ definition, as a second template argument, for example:
+ <programlisting>struct player_ : public msm::front::state_machine&lt;player_,my_base_state> </programlisting></para>
+ </listitem>
+ </itemizedlist></para>
+ <para>You can also ask for a state with a given id (which you might have gotten
+ from current_state()) using <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.</para>
+ </sect2>
+ <sect2>
+ <title><command xml:id="backend-visitor"/>Visitor</title>
+ <para>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!</para>
+ <para>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>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:</para>
+ <programlisting>struct my_visitable_state
+{
+ // signature of the accept function
+ typedef args&lt;void> 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 {}
+};</programlisting>
+ <para>This makes your states polymorphic and visitable. In this case, accept is
+ made const and takes no argument. It could also be:</para>
+ <programlisting>struct SomeVisitor {…};
+struct my_visitable_state
+{
+ // signature of the accept function
+ typedef args&lt;void,SomeVisitor&amp;> 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 {}
+};</programlisting>
+ <para>And now, <code>accept</code> will take one argument (it could also be
+ non-const). By default, <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:</para>
+ <programlisting>#define BOOST_MSM_VISITOR_ARG_SIZE 3
+#include &lt;boost/msm/back/state_machine.hpp></programlisting>
+ <para>Note that accept will be called on ALL active states <emphasis
+ role="underline">and also automatically on sub-states of a
+ submachine</emphasis>.</para>
+ <para><emphasis role="underline">Important warning</emphasis>: 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:</para>
+ <programlisting>SomeVisitor vis; sm.visit_current_states(boost::ref(vis));</programlisting>
+ <para>This <link xlink:href="examples/SM-2Arg.cpp">example</link> uses a
+ visiting function with 2 arguments.</para>
+ </sect2>
+ <sect2>
+ <title>Flags</title>
+ <para>Flags is a MSM-only concept, supported by all front-ends, which base
+ themselves on the functions: </para>
+ <programlisting>template &lt;class Flag> bool is_flag_active()
+template &lt;class Flag,class BinaryOp> bool is_flag_active()</programlisting>
+ <para>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:</para>
+ <programlisting>my_fsm.is_flag_active&lt;MyFlag>()
+my_fsm.is_flag_active&lt;MyFlag,my_fsm_type::Flag_OR>()</programlisting>
+ <para>Please refer to the front-ends sections for usage examples.</para>
+ </sect2>
+ <sect2>
+ <title>Getting a state</title>
+ <para>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: </para>
+ <programlisting>player::Stopped* tempstate = p.get_state&lt;player::Stopped*>();</programlisting>
+ <para> or </para>
+ <programlisting>player::Stopped&amp; tempstate2 = p.get_state&lt;player::Stopped&amp;>();</programlisting>
+ <para>depending on your personal taste. </para>
+ </sect2>
+ <sect2>
+ <title><command xml:id="backend-fsm-constructor-args"/> State machine constructor with arguments </title>
+ <para>You might want to define a state machine with a non-default constructor.
+ For example, you might want to write: </para>
+ <programlisting>struct player_ : public msm::front::state_machine_def&lt;player_>
+{
+ player_(int some_value){…}
+}; </programlisting>
+ <para>This is possible, using the back-end as forwarding object: </para>
+ <programlisting>typedef msm::back::state_machine&lt;player_ > player; player p(3);</programlisting>
+ <para>The back-end will call the corresponding front-end constructor upon
+ creation.</para>
+ <para>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. </para>
+ <para>You can also pass arguments by reference (or const-reference) using
+ boost::ref (or boost::cref):</para>
+ <programlisting>struct player_ : public msm::front::state_machine_def&lt;player_>
+{
+ player_(SomeType&amp; t, int some_value){…}
+};
+
+typedef msm::back::state_machine&lt;player_ > player;
+SomeType data;
+player p(boost::ref(data),3);
+ </programlisting>
+ <para>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:</para>
+ <programlisting>player p( back::states_ &lt;&lt; state_1 &lt;&lt; ... &lt;&lt; state_n , boost::ref(data),3);</programlisting>
+ <para>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:</para>
+ <programlisting>player p( back::states_ &lt;&lt; Playing(back::states_ &lt;&lt; Song1(some_Song1_data)) ,
+ boost::ref(data),3);</programlisting>
+ <para>It is also possible to replace a given state by a new instance at any time
+ using <code>set_states()</code> and the same syntax, for example:
+ <programlisting>p.set_states( back::states_ &lt;&lt; state_1 &lt;&lt; ... &lt;&lt; state_n );</programlisting></para>
+ <para>An <link xlink:href="examples/Constructor.cpp"
+ >example</link> making intensive use of this capability is provided.</para>
+ </sect2>
+ <sect2>
+ <title><command xml:id="backend-tradeof-rt-ct"/>Trading run-time speed for
+ better compile-time / multi-TU compilation</title>
+ <para>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:<itemizedlist>
+ <listitem>
+ <para>many transition conflicts</para>
+ </listitem>
+ <listitem>
+ <para>submachines</para>
+ </listitem>
+ </itemizedlist></para>
+ <para>The back-end <code>msm::back::state_machine</code> has a policy argument
+ (first is the front-end, then the history policy) defaulting to
+ <code>favor_runtime_speed</code>. To switch to
+ <code>favor_compile_time</code>, which is declared in
+ <code>&lt;msm/back/favor_compile_time.hpp></code>, you need to:<itemizedlist>
+ <listitem>
+ <para>switch the policy to <code>favor_compile_time</code> for the
+ main state machine (and possibly submachines)</para>
+ </listitem>
+ <listitem>
+ <para>move the submachine declarations into their own header which
+ includes
+ <code>&lt;msm/back/favor_compile_time.hpp></code></para>
+ </listitem>
+ <listitem>
+ <para>add for each submachine a cpp file including your header and
+ calling a macro, which generates helper code, for
+ example:</para>
+ <programlisting>#include "mysubmachine.hpp"
+BOOST_MSM_BACK_GENERATE_PROCESS_EVENT(mysubmachine)</programlisting>
+ </listitem>
+ <listitem>
+ <para>configure your compiler for multi-core compilation</para>
+ </listitem>
+ </itemizedlist></para>
+ <para>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.</para>
+ <para>Independently, transition conflicts resolution will also be much
+ faster.</para>
+ <para>This policy uses boost.any behind the hood, which means that we will lose
+ one feature which MSM offers with the default policy, <link
+ xlink:href="#event-hierarchy">event hierarchy</link>. The following
+ example takes our iPod example and speeds up compile-time by using this
+ technique. We have:<itemizedlist>
+ <listitem>
+ <para><link xlink:href="examples/iPod_distributed/iPod.cpp">our main
+ state machine and main function</link></para>
+ </listitem>
+ <listitem>
+ <para><link xlink:href="examples/iPod_distributed/PlayingMode.hpp"
+ >PlayingMode moved to a separate header</link></para>
+ </listitem>
+ <listitem>
+ <para><link xlink:href="examples/iPod_distributed/PlayingMode.cpp">a
+ cpp for PlayingMode</link></para>
+ </listitem>
+ <listitem>
+ <para><link xlink:href="examples/iPod_distributed/MenuMode.hpp"
+ >MenuMode moved to a separate header</link></para>
+ </listitem>
+ <listitem>
+ <para><link xlink:href="examples/iPod_distributed/MenuMode.cpp">a
+ cpp for MenuMode</link></para>
+ </listitem>
+ <listitem>
+ <para><link xlink:href="examples/iPod_distributed/Events.hpp">events
+ move to a separate header as all machines use
+ it</link></para>
+ </listitem>
+ </itemizedlist>
+ </para>
+ </sect2>
+ <sect2>
+ <title><command xml:id="backend-compile-time-analysis"/>Compile-time state machine analysis </title>
+ <para>A MSM state machine being a metaprogram, it is only logical that cheking
+ for the validity of a concrete state machine happens compile-time. To this
+ aim, using the compile-time graph library <link xlink:href="http://www.dynagraph.org/mpl_graph/">mpl_graph</link> (delivered at the moment
+ with MSM) from Gordon Woodhull, MSM provides several compile-time checks:<itemizedlist>
+ <listitem>
+ <para>Check that orthogonal regions ar truly orthogonal.</para>
+ </listitem>
+ <listitem>
+ <para>Check that all states are either reachable from the initial
+ states or are explicit entries / pseudo-entry states.</para>
+ </listitem>
+ </itemizedlist></para>
+ <para>To make use of this feature, the back-end provides a policy (default is no
+ analysis), <code>msm::back::mpl_graph_fsm_check</code>. For example:</para>
+ <programlisting> typedef msm::back::state_machine&lt; player_,msm::back::mpl_graph_fsm_check> player; </programlisting>
+ <para>As MSM is now using Boost.Parameter to declare policies, the policy choice
+ can be made at any position after the front-end type (in this case
+ <code>player_</code>).</para>
+ <para>In case an error is detected, a compile-time assertion is provoked.</para>
+ <para>This feature is not enabled by default because it has a non-neglectable
+ compile-time cost. The algorithm is linear if no explicit or pseudo entry
+ states are found in the state machine, unfortunately still O(number of
+ states * number of entry states) otherwise. This will be improved in future
+ versions of MSM.</para>
+ <para>The same algorithm is also used in case you want to omit providing the
+ region index in the <command xlink:href="#explicit-entry-no-region-id">explicit entry / pseudo entry state</command> declaration.</para>
+ <para>The author's advice is to enable the checks after any state machine
+ structure change and disable it again after sucessful analysis.</para>
+ <para>The <link xlink:href="examples/TestErrorOrthogonality.cpp">following example</link> provokes an assertion if one of the first two lines
+ of the transition table is used.</para>
+ </sect2>
+ <sect2>
+ <title><command xml:id="backend-enqueueing"/> Enqueueing events for later
+ processing </title>
+ <para>Calling <code>process_event(Event const&amp;)</code> will immediately
+ process the event with run-to-completion semantics. You can also enqueue the
+ events and delay their processing by calling <code>enqueue_event(Event
+ const&amp;)</code> instead. Calling <code>execute_queued_events()</code> will then
+ process all enqueued events (in FIFO order).</para>
+ <para>You can query the queue size by calling <code>get_message_queue_size()</code>.</para>
+ </sect2>
+ <sect2>
+ <title><command xml:id="backend-queues"/> Customizing the message queues </title>
+ <para>MSM uses by default a std::deque for its queues (one message queue for
+ events generated during run-to-completion or with
+ <code>enqueue_event</code>, one for deferred events). Unfortunately, on some
+ STL implementations, it is a very expensive container in size and copying
+ time. Should this be a problem, MSM offers an alternative based on
+ boost::circular_buffer. The policy is msm::back::queue_container_circular.
+ To use it, you need to provide it to the back-end definition:</para>
+ <programlisting> typedef msm::back::state_machine&lt; player_,msm::back::queue_container_circular> player; </programlisting>
+ <para>You can access the queues with get_message_queue and get_deferred_queue,
+ both returning a reference or a const reference to the queues themselves.
+ Boost::circular_buffer is outside of the scope of this documentation. What
+ you will however need to define is the queue capacity (initially is 0) to
+ what you think your queue will at most grow, for example (size 1 is
+ common):</para>
+ <programlisting> fsm.get_message_queue().set_capacity(1); </programlisting>
+ </sect2>
+ <sect2>
+ <title><command xml:id="backend-boost-parameter"/>Policy definition with Boost.Parameter </title>
+ <para>MSM uses Boost.Parameter to allow easier definition of
+ back::state_machine&lt;> policy arguments (all except the front-end). This
+ allows you to define policy arguments (history, compile-time / run-time,
+ state machine analysis, container for the queues) at any position, in any
+ number. For example: </para>
+ <programlisting> typedef msm::back::state_machine&lt; player_,msm::back::mpl_graph_fsm_check> player;
+ typedef msm::back::state_machine&lt; player_,msm::back::AlwaysHistory> player;
+ typedef msm::back::state_machine&lt; player_,msm::back::mpl_graph_fsm_check,msm::back::AlwaysHistory> player;
+ typedef msm::back::state_machine&lt; player_,msm::back::AlwaysHistory,msm::back::mpl_graph_fsm_check> player; </programlisting>
+ </sect2>
+ <sect2>
+ <title><command xml:id="backend-state-switch"/>Choosing when to switch active
+ states </title>
+ <para>The UML Standard is silent about a very important question: when a
+ transition fires, at which exact point is the target state the new active
+ state of a state machine? At the end of the transition? After the source
+ state has been left? What if an exception is thrown? The Standard considers
+ that run-to-completion means a transition completes in almost no time. But
+ even this can be in some conditions a very very long time. Consider the
+ following example. We have a state machine representing a network
+ connection. We can be <code>Connected</code> and <code>Disconnected</code>. When we move from one
+ state to another, we send a (Boost) Signal to another entity. By default,
+ MSM makes the target state as the new state after the transition is
+ completed. We want to send a signal based on a flag is_connected which is
+ true when in state Connected.</para>
+ <para>We are in state <code>Disconnected</code> and receive an event <code>connect</code>. The transition
+ action will ask the state machine <code>is_flag_active&lt;is_connected></code> and will
+ get... false because we are still in <code>Disconnected</code>. Hmm, what to do? We could
+ queue the action and execute it later, but it means an extra queue, more
+ work and higher run-time.</para>
+ <para>MSM provides the possibility (in form of a policy) for a front-end to
+ decide when the target state becomes active. It can be:<itemizedlist>
+ <listitem>
+ <para>before the transition fires, if the guard will allow the
+ transition to fire:
+ <code>active_state_switch_before_transition</code></para>
+ </listitem>
+ <listitem>
+ <para>after calling the exit action of the source state:
+ <code>active_state_switch_after_exit</code></para>
+ </listitem>
+ <listitem>
+ <para>after the transition action is executed:
+ <code>active_state_switch_after_transition_action</code></para>
+ </listitem>
+ <listitem>
+ <para>after the entry action of the target state is executed
+ (default): <code>active_state_switch_after_entry</code></para>
+ </listitem>
+ </itemizedlist>The problem and the solution is shown for the
+ <link xlink:href="examples/ActiveStateSetBeforeTransition.cpp">functor-front-end</link>
+ and <link xlink:href="examples/ActivateStateBeforeTransitionEuml.cpp">eUML</link>. Removing <code>active_state_switch_before_transition</code>
+ will show the default state. </para>
+ </sect2>
+ </sect1>
+ </chapter>
+ <chapter>
+ <title> Performance / Compilers</title>
+ <para>Tests were made on different PCs running Windows XP and Vista and compiled with
+ VC9 SP1 or Ubuntu and compiled with g++ 4.2 and 4.3. For these tests, the same
+ player state machine was written using Boost.Statechart, as a <link
+ xlink:href="examples/SCSimple.cpp">state machine with only simple states</link>
+ and as a <link xlink:href="examples/SCComposite.cpp">state machine with a composite
+ state</link>. The same simple and composite state machines are implemented with
+ MSM with a standard frontend <link xlink:href="examples/MsmSimple.cpp"
+ >(simple)</link><link xlink:href="examples/MsmComposite.cpp">(composite)</link>,
+ the simple one also with <link xlink:href="examples/MsmSimpleFunctors.cpp"
+ >functors</link> and with <link xlink:href="examples/EumlSimple.cpp"
+ >eUML</link>. As these simple machines need no terminate/interrupt states, no
+ message queue and have no-throw guarantee on their actions, the MSM state machines
+ are defined with minimum functionality. Test machine is a Q6600 2.4GHz, Vista
+ 64.</para>
+ <sect1>
+ <title>Speed</title>
+ <para>VC9:<itemizedlist>
+ <listitem>
+ <para>The simple test completes 90 times faster with MSM than with
+ Boost.Statechart</para>
+ </listitem>
+ <listitem>
+ <para>The composite test completes 25 times faster with MSM</para>
+ </listitem>
+ </itemizedlist></para>
+ <para>gcc 4.2.3 (Ubuntu 8.04 in VMWare, same PC):<itemizedlist>
+ <listitem>
+ <para>The simple test completes 46 times faster with MSM</para>
+ </listitem>
+ <listitem>
+ <para>The composite test completes 19 times faster with Msm</para>
+ </listitem>
+ </itemizedlist></para>
+ </sect1>
+ <sect1>
+ <title>Executable size</title>
+ <para>There are some worries that MSM generates huge code. Is it true? The 2
+ compilers I tested disagree with this claim. On VC9, the test state machines
+ used in the performance section produce executables of 14kB (for simple and
+ eUML) and 21kB (for the composite). This includes the test code and iostreams.
+ By comparison, an empty executable with iostreams generated by VC9 has a size of
+ 7kB. Boost.Statechart generates executables of 43kB and 54kB. As a bonus, eUML
+ comes for “free†in terms of executable size. You even get a speed gain. With
+ g++ 4.3, it strongly depends on the compiler options (much more than VC). A good
+ size state machine with –O3 can generate an executable of 600kB, and with eUML
+ you can get to 1.5MB. Trying with –Os –s I come down to 18kB and 30kB for the
+ test state machines, while eUML will go down to 1MB (which is still big), so in
+ this case eUML does not come for free.</para>
+ </sect1>
+ <sect1>
+ <title>Supported compilers</title>
+ <para>For a current status, have a look at the <link
+ xlink:href="http://www.boost.org/development/tests/trunk/developer/msm.html"
+ >regression tests</link>.</para>
+ <para>MSM was successfully tested with: <itemizedlist>
+ <listitem>
+ <para>VC8 (partly), VC9, VC10</para>
+ </listitem>
+ <listitem>
+ <para>g++ 4.0.1 and higher</para>
+ </listitem>
+ <listitem>
+ <para>Intel 10.1 and higher</para>
+ </listitem>
+ <listitem>
+ <para>Clang 2.9</para>
+ </listitem>
+ <listitem>
+ <para>Green Hills Software MULTI for ARM v5.0.5 patch 4416 (Simple and
+ Composite tutorials)</para>
+ </listitem>
+ <listitem>
+ <para>Partial support for IBM compiler</para>
+ </listitem>
+ </itemizedlist></para>
+ <para>VC8 and to some lesser extent VC9 suffer from a bug. Enabling the option
+ "Enable Minimal Rebuild" (/Gm) will cause much higher compile-time (up to three
+ times with VC8!). This option being activated per default in Debug mode, this
+ can be a big problem.</para>
+ </sect1>
+ <sect1>
+ <title> Limitations </title>
+ <para>
+ <itemizedlist>
+ <listitem>
+ <para>Compilation times of state machines with > 80 transitions that are
+ going to make you storm the CFO's office and make sure you get a
+ shiny octocore with 12GB RAM by next week, unless he's interested in
+ paying you watch the compiler agonize for hours... (Make sure you
+ ask for dual 24" as well, it doesn't hurt).</para>
+ </listitem>
+ <listitem>
+ <para>eUML allows very long constructs but will also quickly increase
+ your compile time on some compilers (VC9, VC10) with buggy decltype
+ support (I suspect some at least quadratic algorithms there). Even
+ g++ 4.4 shows some regression compared to 4.3 and will crash if the
+ constructs become too big.</para>
+ </listitem>
+ <listitem>
+ <para>Need to overwrite the mpl::vector/list default-size-limit of 20
+ and fusion default vector size of 10 if more than 10 states found in
+ a state machine</para>
+ </listitem>
+ </itemizedlist>
+ </para>
+ </sect1>
+ <sect1>
+ <title> Compilers corner </title>
+ <para>Compilers are sometimes full of surprises and such strange errors happened in
+ the course of the development that I wanted to list the most fun for readers’
+ entertainment.</para>
+ <para><emphasis role="underline">VC8</emphasis>: </para>
+ <programlisting>template &lt;class StateType>
+typename ::boost::enable_if&lt;
+ typename ::boost::mpl::and_&lt;
+ typename ::boost::mpl::not_&lt;
+ typename has_exit_pseudo_states&lt;StateType>::type
+ >::type,
+ typename ::boost::mpl::not_&lt;
+ typename is_pseudo_exit&lt;StateType>::type
+ >::type
+ >::type,
+ BaseState*>::type </programlisting>
+ <para>I get the following error:</para>
+ <para>error C2770: invalid explicit template argument(s) for '`global
+ namespace'::boost::enable_if&lt;...>::...' </para>
+ <para>If I now remove the first “::†in ::boost::mpl , the compiler shuts up. So in
+ this case, it is not possible to follow Boost’s guidelines.</para>
+ <para><emphasis role="underline">VC9</emphasis>:<itemizedlist>
+ <listitem>
+ <para>This one is my all times’ favorite. Do you know why the exit
+ pseudo states are referenced in the transition table with a
+ “submachine::exit_pt†? Because “exit†will crash the compiler.
+ “Exit†is not possible either because it will crash the compiler on
+ one machine, but not on another (the compiler was installed from the
+ same disk).</para>
+ </listitem>
+ <listitem>
+ <para>Sometimes, removing a policy crashes the compiler, so some
+ versions are defining a dummy policy called WorkaroundVC9.</para>
+ </listitem>
+ <listitem>
+ <para>Typeof: While g++ and VC9 compile “standard†state machines in
+ comparable times, Typeof (while in both ways natively supported)
+ seems to behave in a quadratic complexity with VC9 and VC10.</para>
+ </listitem>
+ <listitem>
+ <para>eUML: in case of a compiler crash, changing the order of state
+ definitions (first states without entry or exit) sometimes solves
+ the problem.</para>
+ </listitem>
+ </itemizedlist></para>
+ <para><emphasis role="underline">g++ 4.x</emphasis>: Boring compiler, almost all is
+ working almost as expected. Being not a language lawyer I am unsure about the
+ following “Typeof problemâ€. VC9 and g++ disagree on the question if you can
+ derive from the BOOST_TYPEOF generated type without first defining a typedef. I
+ will be thankful for an answer on this. I only found two ways to break the compiler:<itemizedlist>
+ <listitem>
+ <para>Add more eUML constructs until something explodes (especially with
+ g++-4.4) </para>
+ </listitem>
+ <listitem>
+ <para>The build_terminate function uses 2 mpl::push_back instead of
+ mpl::insert_range because g++ would not accept insert_range.</para>
+ </listitem>
+ </itemizedlist></para>
+ <para>You can test your compiler’s decltype implementation with the <link
+ xlink:href="examples/CompilerStressTestEuml.cpp">following stress
+ test</link> and reactivate the commented-out code until the compiler
+ crashes.</para>
+ </sect1>
+ </chapter>
+ <chapter>
+ <title>Questions &amp; Answers, tips</title>
+ <para><emphasis role="underline">Where should I define a state machine?</emphasis>: The
+ tutorials are implemented in a simple cpp source file for simplicity. I want to
+ model dynamic behavior of a class as a state machine, how should I define the state
+ machine?</para>
+ <para><emphasis role="underline">Answer</emphasis>: Usually you'll want to implement the
+ state machine as an attribute of the class. Unfortunately, a concrete state machine
+ is a typedef, which cannot be forward-declared. This leaves you with two
+ possibilities: <itemizedlist>
+ <listitem>
+ <para>Provide the state machine definition inside the header class and
+ contain an instance as attribute. Simple, but with several drawbacks:
+ using namespace directives are not advised, and compile-time cost for
+ all modules including the header.</para>
+ </listitem>
+ <listitem>
+ <para>Keep the state machine as (shared) pointer to void inside the <link
+ xlink:href="examples/FsmAsPtr.hpp">class definition</link>, and
+ implement the state machine in the <link
+ xlink:href="examples/FsmAsPtr.cpp">cpp file</link>. Minimum
+ compile-time, using directives are okay, but the state machine is now
+ located inside the heap.</para>
+ </listitem>
+ </itemizedlist></para>
+ <para><emphasis role="underline">Question</emphasis>: on_entry gets as argument, the
+ sent event. What event do I get when the state becomes default-activated (because it
+ is an initial state)?</para>
+ <para>
+ <emphasis role="underline">Answer</emphasis>: To allow you to know that the state
+ was default-activated, MSM generates a boost::msm::InitEvent default event. </para>
+ <para><emphasis role="underline">Question</emphasis>: Why do I see no call to
+ no_transition in my submachine? </para>
+ <para><emphasis role="underline">Answer</emphasis>: Because of the priority rule defined
+ by UML. It says that in case of transition conflict, the most inner state has a
+ higher priority. So after asking the inner state, the containing composite has to be
+ also asked to handle the transition and could find a possible transition.</para>
+ <para><emphasis role="underline">Question</emphasis>: Why do I get a compile error
+ saying the compiler cannot convert to a function ...Fsm::*(some_event)? </para>
+ <para><emphasis role="underline">Answer</emphasis>: You probably defined a transition
+ triggered by the event some_event, but used a guard/action method taking another
+ event. </para>
+ <para><emphasis role="underline">Question</emphasis>: Why do I get a compile error
+ saying something like “too few†or “too many†template arguments? </para>
+ <para><emphasis role="underline">Answer</emphasis>: You probably defined a transition in
+ form of a a_row or g_row where you wanted just a _row or the other way around. With
+ Row, it could mean that you forgot a "none". </para>
+ <para><emphasis role="underline">Question</emphasis>: Why do I get a very long compile
+ error when I define more than 20 rows in the transition table? </para>
+ <para><emphasis role="underline">Answer</emphasis>: MSM uses Boost.MPL under the hood
+ and this is the default maximum size. Please define the following 3 macros before
+ including any MSM headers: </para>
+ <programlisting>#define BOOST_MPL_CFG_NO_PREPROCESSED_HEADERS
+#define BOOST_MPL_LIMIT_VECTOR_SIZE 30 // or whatever you need
+#define BOOST_MPL_LIMIT_MAP_SIZE 30 // or whatever you need </programlisting>
+ <para><emphasis role="underline">Question</emphasis>: Why do I get this error: â€error
+ C2977: 'boost::mpl::vector' : too many template arguments� </para>
+ <para><emphasis role="underline">Answer</emphasis>: The first possibility is that you
+ defined a transition table as, say, vector17 and have 18 entries. The second is that
+ you have 17 entries and have a composite state. Under the hood, MSM adds a row for
+ every event in the composite transition table. The third one is that you used a
+ mpl::vector without the number of entries but are close to the MPL default of 50 and
+ have a composite, thus pushing you above 50. Then you need mpl/vector60/70….hpp and
+ a mpl/map60/70….hpp </para>
+ <para><emphasis role="underline">Question</emphasis>: Why do I get a very long compile
+ error when I define more than 10 states in a state machine? </para>
+ <para><emphasis role="underline">Answer</emphasis>: MSM uses Boost.Fusion under the hood
+ and this is the default maximum size. Please define the following macro before
+ including any MSM headers: </para>
+ <programlisting>#define FUSION_MAX_VECTOR_SIZE 20 // or whatever you need </programlisting>
+ </chapter>
+ <chapter>
+ <title>Internals</title>
+ <para>This chapter describes the internal machinery of the back-end, which can be useful
+ for UML experts but can be safely ignored for most users. For implementers, the
+ interface between front- and back- end is also described in detail.</para>
+ <sect1>
+ <title><command xml:id="run-to-completion"/>Backend: Run To Completion</title>
+ <para>The back-end implements the following run-to completion algorithm:<itemizedlist>
+ <listitem>
+ <para>Check if one region of the concrete state machine is in a
+ terminate or interrupt state. If yes, event processing is disabled
+ while the condition lasts (forever for a terminate pseudo-state,
+ while active for an interrupt pseudo-state).</para>
+ </listitem>
+ <listitem>
+ <para>If the message queue feature is enabled and if the state machine
+ is already processing an event, push the currently processed event
+ into the queue and end processing. Otherwise, remember that the
+ state machine is now processing an event and continue.</para>
+ </listitem>
+ <listitem>
+ <para>If the state machine detected that no deferred event is used, skip
+ this step. Otherwise, mark the first deferred event from the
+ deferred queue as active.</para>
+ </listitem>
+ <listitem>
+ <para>Now start the core of event dispatching. If exception handling is
+ activated, this will happen inside a try/catch block and the
+ front-end <code>exception_caught</code> is called if an exception
+ occurs. </para>
+ </listitem>
+ <listitem>
+ <para>The event is now dispatched in turn to every region, in the order
+ defined by the initial state front-end definition. This will, for
+ every region, call the corresponding front-end transition definition
+ (the "row" or "Row" of the transition table).</para>
+ </listitem>
+ <listitem>
+ <para>Without transition conflict, if for a given region a transition is
+ possible, the guard condition is checked. If it returns
+ <code>true</code>, the transition processing continues and the
+ current state's exit action is called, followed by the transition
+ action behavior and the new active state's entry behavior.</para>
+ </listitem>
+ <listitem>
+ <para>With transition conflicts (several possible transitions,
+ disambiguated by mutually exclusive guard conditions), the guard
+ conditions are tried in reverse order of their transition definition
+ in the transition table. The first one returning <code>true</code>
+ selects its transition. Note that this is not defined by the UML
+ standard, which simply specifies that if the guard conditions are
+ not mutually exclusive, the state machine is ill-formed and the
+ behaviour undefined. Relying on this implementation-specific
+ behaviour will make it harder for the developer to support another
+ state machine framework.</para>
+ </listitem>
+ <listitem>
+ <para>If at least one region processes the event, this event is seen as
+ having been accepted. If not, the library calls
+ <code>no_transition</code> on the state machine for every
+ contained region.</para>
+ </listitem>
+ <listitem>
+ <para>If the currently active state is a submachine, the behaviour is
+ slightly different. The UML standard specifies that internal
+ transitions have to be tried first, so the event is first dispatched
+ to the submachine. Only if the submachine does not accept the event
+ are other (non internal) transitions tried.</para>
+ </listitem>
+ <listitem>
+ <para>This back-end supports simple states' and submachines' internal
+ transitions. These are provided in the state's
+ <code>internal_transition_table</code> type. Transitions defined
+ in this table are added at the end of the main state machine's
+ transition table, but with a lesser priority than the submachine's
+ transitions (defined in <code>transition_table</code>). This means,
+ for simple states, that these transitions have higher priority than
+ non-internal transitions, conform to the UML standard which gives
+ higher priority to deeper-level transitions. For submachines, this
+ is a non-standard addition which can help make event processing
+ faster by giving a chance to bypass subregion processing. With
+ standard UML, one would need to add a subregion only to process
+ these internal transitions, which would be slower.</para>
+ </listitem>
+ <listitem>
+ <para>After the dispatching itself, the deferred event marked in step 3
+ (if any) now gets a chance of processing.</para>
+ </listitem>
+ <listitem>
+ <para>Then, events queued in the message queue also get a dispatching
+ chance</para>
+ </listitem>
+ <listitem>
+ <para>Finally, completion / anonymous transitions, if to be found in the
+ transition table, also get their dispatching chance.</para>
+ </listitem>
+ </itemizedlist></para>
+ <para>This algorithm illustrates how the back-end configures itself at compile-time
+ as much as possible. Every feature not found in a given state machine definition
+ is deactivated and has therefore no runtime cost. Completion events, deferred
+ events, terminate states, dispatching to several regions, internal transitions
+ are all deactivated if not used. User configuration is only for exception
+ handling and message queue necessary.</para>
+ </sect1>
+ <sect1>
+ <title><command xml:id="internals-front-back-interface"/>Frontend / Backend
+ interface</title>
+ <para>The design of MSM tries to make front-ends and back-ends (later) to be as
+ interchangeable as possible. Of course, no back-end will ever implement every
+ feature defined by any possible front-end and inversely, but the goal is to make
+ it as easy as possible to extend the current state of the library.</para>
+ <para>To achieve this, MSM divides the functionality between both sides: the
+ front-end is a sort of user interface and is descriptive, the back-end
+ implements the state machine engine.</para>
+ <para>MSM being based on a transition table, a concrete state machine (or a given
+ front-end) must provide a transition_table. This transition table must be made
+ of rows. And each row must tell what kind of transition it is and implement the
+ calls to the actions and guards. A state machine must also define its regions
+ (marked by initial states) And that is about the only constraints for
+ front-ends. How the rows are described is implementer's choice. </para>
+ <para>Every row must provide:</para>
+ <itemizedlist>
+ <listitem>
+ <para>A <code>Source</code> typedef indicating, well, the type of the source
+ state.</para>
+ </listitem>
+ <listitem>
+ <para>A <code>Target</code> typedef indicating, well, the type of the target
+ state.</para>
+ </listitem>
+ <listitem>
+ <para>A <code>Evt</code> typedef indicating the type of the event triggering
+ the transition.</para>
+ </listitem>
+ <listitem>
+ <para>A <code>row_type_tag</code> typedef indicating the type of the
+ transition.</para>
+ </listitem>
+ <listitem>
+ <para>Rows having a type requiring transition actions must provide a static
+ function <code>action_call</code> with the following signature: <code>
+ template &lt;class Fsm,class SourceState,class TargetState,class
+ AllStates> </code></para>
+ <para><code>static void action_call (Fsm&amp; fsm, Event const&amp; evt,
+ SourceState&amp;, TargetState&amp;, AllStates&amp;) </code></para>
+ <para>The function gets as parameters the (back-end) state machine, the
+ event, source and target states and a container (in the current
+ back-end, a fusion::set) of all the states defined in the state machine.
+ For example, as the back-end has the front-end as basic class,
+ <code>action_call</code> is simply defined as
+ <code>(fsm.*action)(evt)</code>.</para>
+ </listitem>
+ <listitem>
+ <para>Rows having a type requiring a guard must provide a static function
+ <code>guard_call</code> with the following signature:<code
+ > </code></para>
+ <para><code>template &lt;class Fsm,class SourceState,class TargetState,class
+ AllStates></code></para>
+ <para><code>static bool guard_call (Fsm&amp;, Event const&amp;,
+ SourceState&amp;, TargetState&amp;, AllStates&amp;)</code></para>
+ </listitem>
+ <listitem>
+ <para>The possible transition (row) types are:<itemizedlist>
+ <listitem>
+ <para>a_row_tag: a transition with actions and no guard</para>
+ </listitem>
+ <listitem>
+ <para>g_row_type: a transition with a guard and no
+ actions</para>
+ </listitem>
+ <listitem>
+ <para>_row_tag: a transition without actions or guard</para>
+ </listitem>
+ <listitem>
+ <para>row_tag: a transition with guard and actions</para>
+ </listitem>
+ <listitem>
+ <para>a_irow_tag: an internal transition (defined inside the
+ <code>transition_table</code>) with actions</para>
+ </listitem>
+ <listitem>
+ <para>g_irow_tag: an internal transition (defined inside the
+ <code>transition_table</code>) with guard</para>
+ </listitem>
+ <listitem>
+ <para>irow_tag: an internal transition (defined inside the
+ <code>transition_table</code>) with actions and
+ guards</para>
+ </listitem>
+ <listitem>
+ <para>_irow_tag: an internal transition (defined inside the
+ <code>transition_table</code>) without action or guard.
+ Due to higher priority for internal transitions, this is
+ equivalent to a "ignore event"</para>
+ </listitem>
+ <listitem>
+ <para>sm_a_i_row_tag: an internal transition (defined inside the
+ <code>internal_transition_table</code>) with
+ actions</para>
+ </listitem>
+ <listitem>
+ <para>sm_g_i_row_tag: an internal transition (defined inside the
+ <code>internal_transition_table</code>) with
+ guard</para>
+ </listitem>
+ <listitem>
+ <para>sm_i_row_tag: an internal transition (defined inside the
+ <code>internal_transition_table</code>) with actions and
+ guards</para>
+ </listitem>
+ <listitem>
+ <para>sm__i_row_tag: an internal transition (defined inside the
+ <code>internal_transition_table</code>) without action
+ or guard. Due to higher priority for internal transitions,
+ this is quivalent to a "ignore event"</para>
+ </listitem>
+ </itemizedlist></para>
+ </listitem>
+ </itemizedlist>
+ <para>Furthermore, a front-end must provide the definition of states and state
+ machines. State machine definitions must provide (the implementer is free to
+ provide it or let it be done by every concrete state machine. Different MSM
+ front-ends took one or the other approach):<itemizedlist>
+ <listitem>
+ <para><code>initial_state</code>: This typedef can be a single state or
+ a mpl container and provides the initial states defining one or
+ several orthogonal regions.</para>
+ </listitem>
+ <listitem>
+ <para><code>transition_table</code>: This typedef is a MPL sequence of
+ transition rows.</para>
+ </listitem>
+ <listitem>
+ <para><code>configuration</code>: this typedef is a MPL sequence of
+ known types triggering special behavior in the back-end, for example
+ if a concrete fsm requires a message queue or exception
+ catching.</para>
+ </listitem>
+ </itemizedlist></para>
+ <para>States and state machines must both provide a (possibly empty) definition of:<itemizedlist>
+ <listitem>
+ <para><code>flag_list</code>: the flags being active when this state or
+ state machine become the current state of the fsm.</para>
+ </listitem>
+ <listitem>
+ <para><code>deferred_events</code>: events being automatically deferred
+ when the state is the current state of the fsm.</para>
+ </listitem>
+ <listitem>
+ <para><code>internal_transition_table</code>: the internal transitions
+ of this state.</para>
+ </listitem>
+ <listitem>
+ <para><code>on_entry</code> and <code>on_exit</code> methods.</para>
+ </listitem>
+ </itemizedlist></para>
+ </sect1>
+ <sect1>
+ <title><command xml:id="internals-state-id"/> Generated state ids </title>
+ <para>Normally, one does not need to know the ids are generated for all the states
+ of a state machine, unless for debugging purposes, like the pstate function does
+ in the tutorials in order to display the name of the current state. This section
+ will show how to automatically display typeid-generated names, but these are not
+ very readable on all platforms, so it can help to know how the ids are
+ generated. The ids are generated using the transition table, from the “Startâ€
+ column up to down, then from the “Next†column, up to down, as shown in the next
+ image: </para>
+ <para><inlinemediaobject>
+ <imageobject>
+ <imagedata fileref="images/AnnexA.jpg" width="90%" scalefit="1"/>
+ </imageobject>
+ </inlinemediaobject></para>
+ <para>Stopped will get id 0, Open id 1, ErrorMode id 6 and SleepMode (seen only in
+ the “Next†column) id 7. If you have some implicitly created states, like
+ transition-less initial states or states created using the explicit_creation
+ typedef, these will be added as a source at the end of the transition table. If
+ you have submachine states, a row will be added for them at the end of the
+ table, after the automatically or explicitly created states, which can change
+ their id. The next help you will need for debugging would be to call the
+ current_state method of the state_machine class, then the display_type helper to
+ generate a readable name from the id. If you do not want to go through the
+ transition table to fill an array of names, the library provides another helper,
+ fill_state_names, which, given an array of sufficient size (please see next
+ section to know how many states are defined in the state machine), will fill it
+ with typeid-generated names. </para>
+ </sect1>
+ <sect1>
+ <title>Metaprogramming tools</title>
+ <para>We can find for the transition table more uses than what we have seen so far.
+ Let's suppose you need to write a coverage tool. A state machine would be
+ perfect for such a job, if only it could provide some information about its
+ structure. Thanks to the transition table and Boost.MPL, it does.</para>
+ <para>What is needed for a coverage tool? You need to know how many states are
+ defined in the state machine, and how many events can be fired. This way you can
+ log the fired events and the states visited in the life of a concrete machine
+ and be able to perform some coverage analysis, like “fired 65% of all possible
+ events and visited 80% of the states defined in the state machineâ€. To achieve
+ this, MSM provides a few useful tools:<itemizedlist>
+ <listitem>
+ <para>generate_state_set&lt;transition table>: returns a mpl::set of all
+ the states defined in the table.</para>
+ </listitem>
+ <listitem>
+ <para>generate_event_set&lt;transition table>: returns a mpl::set of all
+ the events defined in the table.</para>
+ </listitem>
+ <listitem>
+ <para>using mpl::size&lt;>::value you can get the number of elements in
+ the set.</para>
+ </listitem>
+ <listitem>
+ <para>display_type defines an operator() sending typeid(Type).name() to
+ cout.</para>
+ </listitem>
+ <listitem>
+ <para>fill_state_names fills an array of char const* with names of all
+ states (found by typeid)</para>
+ </listitem>
+ <listitem>
+ <para>using mpl::for_each on the result of generate_state_set and
+ generate_event_set passing display_type as argument will display all
+ the states of the state machine.</para>
+ </listitem>
+ <listitem>
+ <para>let's suppose you need to recursively find the states and events
+ defined in the composite states and thus also having a transition
+ table. Calling recursive_get_transition_table&lt;Composite> will
+ return you the transition table of the composite state, recursively
+ adding the transition tables of all sub-state machines and
+ sub-sub...-sub-state machines. Then call generate_state_set or
+ generate_event_set on the result to get the full list of states and
+ events. </para>
+ </listitem>
+ </itemizedlist></para>
+ <para> An <link xlink:href="examples/BoostCon09Full.cpp">example</link> shows the
+ tools in action. </para>
+ </sect1>
+ </chapter>
+ <chapter>
+ <title>Acknowledgements</title>
+ <para>I am in debt to the following people who helped MSM along the way.</para>
+ <sect1>
+ <title>MSM v2</title>
+ <para>
+ <itemizedlist>
+ <listitem>
+ <para>Thanks to Dave Abrahams for managing the review</para>
+ </listitem>
+ <listitem>
+ <para>Thanks to Eric Niebler for his patience correcting my grammar
+ errors</para>
+ </listitem>
+ <listitem>
+ <para>Special thanks to Joel de Guzman who gave me very good ideas at
+ the BoostCon09. These ideas were the starting point of the redesign.
+ Any time again, Joel ☺</para>
+ </listitem>
+ <listitem>
+ <para>Thanks to Richard O’Hara for making Green Hills bring a patch in
+ less than 1 week, thus adding one more compiler to the supported
+ list.</para>
+ </listitem>
+ <listitem>
+ <para>Big thanks to those who took the time to write a review: Franz
+ Alt, David Bergman, Michael Caisse, Barend Gehrels, Darryl Greene,
+ Juraj Ivancic, Erik Nelson, Kenny Riddile.</para>
+ </listitem>
+ <listitem>
+ <para>Thanks to Matt Calabrese, Juraj Ivancic, Adam Merz and Joseph Wu
+ for reporting bugs.</para>
+ </listitem>
+ <listitem>
+ <para>Thanks to Thomas Mistretta for providing an addition to the
+ section "What do you actually do inside actions / guards".</para>
+ </listitem>
+ </itemizedlist>
+ </para>
+ </sect1>
+ <sect1>
+ <title> MSM v1</title>
+ <para>
+ <itemizedlist>
+ <listitem>
+ <para>The original version of this framework is based on the brilliant
+ work of David Abrahams and Aleksey Gurtovoy who laid down the base
+ and the principles of the framework in their excellent book, “C++
+ template Metaprogrammingâ€. The implementation also makes heavy use
+ of the boost::mpl.</para>
+ </listitem>
+ <listitem>
+ <para>Thanks to Jeff Flinn for his idea of the user-defined base state
+ and his review which allowed MSM to be presented at the
+ BoostCon09.</para>
+ </listitem>
+ <listitem>
+ <para>Thanks to my MSM v1 beta testers, Christoph Woskowski and Franz
+ Alt for using the framework with little documentation and to my
+ private reviewer, Edouard Alligand</para>
+ </listitem>
+ </itemizedlist>
+ </para>
+ </sect1>
+ </chapter>
+ <chapter>
+ <title>Version history</title>
+ <sect1>
+ <title>From V2.21 to V2.22 (Boost 1.48)</title>
+ <para>
+ <itemizedlist>
+ <listitem>
+ <para>eUML: added easier event reprocessing:
+ <code>process(event_)</code> and <code>reprocess()</code></para>
+ </listitem>
+ <listitem>
+ <para>Rewrite of internal transition tables. There were a few bugs
+ (failing recursivity in internal transition tables of sub-sub
+ machines) and a missing feature (unused internal transition table of
+ the main state machine).</para>
+ </listitem>
+ <listitem>
+ <para>Bugfixes<itemizedlist>
+ <listitem>
+ <para>Reverted favor_compile_time policy to Boost 1.46
+ state</para>
+ </listitem>
+ <listitem>
+ <para><code>none</code> event now is convertible from any
+ other event </para>
+ </listitem>
+ <listitem>
+ <para>eUML and pseudo exit states</para>
+ </listitem>
+ <listitem>
+ <para>Fixed not working Flag_AND</para>
+ </listitem>
+ <listitem>
+ <para>Fixed rare bugs causing multiple processing of the
+ same event in a submachine whose transition table
+ contains this event and a base event of it.</para>
+ </listitem>
+ <listitem>
+ <para>gcc warnings about unused variables</para>
+ </listitem>
+ </itemizedlist></para>
+ </listitem>
+ <listitem>
+ <para>Breaking change: the new internal transition table feature causes
+ a minor breaking change. In a submachine, the "Fsm" template
+ parameter for guards / actions of an internal table declared using
+ <code>internal_transition_table</code> now is the submachine,
+ not the higher-level state machine. Internal transitions declared
+ using internal rows in the higher-level state machine keep their
+ behavior (the "Fsm" parameter is the higher-level state machine). To
+ sum up, the internal transition "Fsm" parameter is the closest state
+ machine containing this transition.</para>
+ </listitem>
+ </itemizedlist>
+ </para>
+ </sect1>
+ <sect1>
+ <title>From V2.20 to V2.21 (Boost 1.47)</title>
+ <para>
+ <itemizedlist>
+ <listitem>
+ <para>Added a <command xlink:href="#backend-start">stop()</command>
+ method in the back-end.</para>
+ </listitem>
+ <listitem>
+ <para><command xlink:href="#eUML-phoenix">Added partial support for
+ Boost.Phoenix functors in eUML</command></para>
+ </listitem>
+ <listitem>
+ <para>Added the possibility to choose when <command xlink:href="#backend-state-switch">state switching</command>
+ occurs.</para>
+ </listitem>
+ <listitem>
+ <para>Bugfixes<itemizedlist>
+ <listitem>
+ <para>Trac 5117, 5253, 5533, 5573</para>
+ </listitem>
+ <listitem>
+ <para>gcc warnings about unused variables</para>
+ </listitem>
+ <listitem>
+ <para>better implemenation of favor_compile_time back-end
+ policy</para>
+ </listitem>
+ <listitem>
+ <para>bug with eUML and state construction</para>
+ </listitem>
+ <listitem>
+ <para>incorrect eUML event and state macros</para>
+ </listitem>
+ <listitem>
+ <para>incorrect event type passed to a direct entry state's
+ on_entry action</para>
+ </listitem>
+ <listitem>
+ <para>more examples</para>
+ </listitem>
+ </itemizedlist></para>
+ </listitem>
+ </itemizedlist>
+ </para>
+ </sect1>
+ <sect1>
+ <title>From V2.12 to V2.20 (Boost 1.46)</title>
+ <para>
+ <itemizedlist>
+ <listitem>
+ <para>Compile-time state machine analysis using mpl_graph:</para>
+ <itemizedlist>
+ <listitem>
+ <para><command xlink:href="#backend-compile-time-analysis">checking of region orthogonality</command>.</para>
+ </listitem>
+ <listitem>
+ <para><command xlink:href="#backend-compile-time-analysis">search for unreachable states</command>.</para>
+ </listitem>
+ <listitem>
+ <para><command xlink:href="#explicit-entry-no-region-id">automatic region index search for pseudo entry or explicit
+ entry states</command>.</para>
+ </listitem>
+ </itemizedlist>
+ </listitem>
+ <listitem>
+ <para><command xlink:href="#backend-boost-parameter">Boost.Parameter interface definition</command> for
+ msm::back::state_machine&lt;> template arguments.</para>
+ </listitem>
+ <listitem>
+ <para><command xlink:href="#backend-queues">Possibility to provide a
+ container</command> for the event and deferred event queues. A
+ policy implementation based on a more efficient Boost.CircularBuffer
+ is provided.</para>
+ </listitem>
+ <listitem>
+ <para>msm::back::state_machine&lt;>::is_flag_active method made
+ const.</para>
+ </listitem>
+ <listitem>
+ <para>added possibility to <command xlink:href="#backend-enqueueing"
+ >enqueue events</command> for delayed processing.</para>
+ </listitem>
+ <listitem>
+ <para>Bugfixes<itemizedlist>
+ <listitem>
+ <para>Trac 4926</para>
+ </listitem>
+ <listitem>
+ <para>stack overflow using the Defer functor</para>
+ </listitem>
+ <listitem>
+ <para>anonymous transition of a submachine not called for
+ the initial state</para>
+ </listitem>
+ </itemizedlist></para>
+ </listitem>
+ </itemizedlist>
+ </para>
+ </sect1>
+ <sect1>
+ <title>From V2.10 to V2.12 (Boost 1.45)</title>
+ <para>
+ <itemizedlist>
+ <listitem>
+ <para>Support for <command xlink:href="#back-end-serialization">serialization</command></para>
+ </listitem>
+ <listitem>
+ <para><command xlink:href="#eUML-reuse-functor">Possibility to use
+ normal functors</command> (from functor front-end) in
+ eUML.</para>
+ </listitem>
+ <listitem>
+ <para><command xlink:href="#backend-fsm-constructor-args">New constructors</command> where substates / submachines can be taken as
+ arguments. This allows passing arguments to the constructor of a
+ submachine.</para>
+ </listitem>
+ <listitem>
+ <para>Bugfixes</para>
+ </listitem>
+ </itemizedlist>
+ </para>
+ </sect1>
+ <sect1>
+ <title>From V2.0 to V2.12 (Boost 1.44)</title>
+ <para>
+ <itemizedlist>
+ <listitem>
+ <para>New documentation</para>
+ </listitem>
+ <listitem>
+ <para>Internal transitions. Either as part of the transition table or
+ using a state's internal transition table</para>
+ </listitem>
+ <listitem>
+ <para>increased dispatch and copy speed</para>
+ </listitem>
+ <listitem>
+ <para><command xlink:href="#basic-row2">new row types</command> for the
+ basic front-end</para>
+ </listitem>
+ <listitem>
+ <para>new eUML syntax, better attribute support, macros to ease
+ developer's life. Even VC8 seems to like it better.</para>
+ </listitem>
+ <listitem>
+ <para>New policy for reduced compile-time at the cost of dispatch
+ speed</para>
+ </listitem>
+ <listitem>
+ <para>Support for base events</para>
+ </listitem>
+ <listitem>
+ <para>possibility to choose the initial event</para>
+ </listitem>
+ </itemizedlist>
+ </para>
+ </sect1>
+ </chapter>
+ </part>
+ <part>
+ <title><command xml:id="Reference-begin"/>Reference</title>
+ <chapter>
+ <title>eUML operators and basic helpers</title>
+ <para>The following table lists the supported operators: </para>
+ <para>
+ <table frame="all">
+ <title>Operators and state machine helpers</title>
+ <tgroup cols="3">
+ <colspec colname="c1" colnum="1"/>
+ <colspec colname="c2" colnum="2"/>
+ <colspec colname="c3" colnum="3"/>
+ <thead>
+ <row>
+ <entry>eUML function / operator</entry>
+ <entry>Description</entry>
+ <entry>Functor</entry>
+ </row>
+ </thead>
+ <tbody>
+ <row>
+ <entry>&amp;&amp;</entry>
+ <entry>Calls lazily Action1&amp;&amp; Action2</entry>
+ <entry>And_</entry>
+ </row>
+ <row>
+ <entry>||</entry>
+ <entry>Calls lazily Action1|| Action2</entry>
+ <entry>Or_</entry>
+ </row>
+ <row>
+ <entry>!</entry>
+ <entry>Calls lazily !Action1</entry>
+ <entry>Not_</entry>
+ </row>
+ <row>
+ <entry>!=</entry>
+ <entry>Calls lazily Action1 != Action2</entry>
+ <entry>NotEqualTo_</entry>
+ </row>
+ <row>
+ <entry>==</entry>
+ <entry>Calls lazily Action1 == Action2</entry>
+ <entry>EqualTo_</entry>
+ </row>
+ <row>
+ <entry>></entry>
+ <entry>Calls lazily Action1 > Action2</entry>
+ <entry>Greater_</entry>
+ </row>
+ <row>
+ <entry>>=</entry>
+ <entry>Calls lazily Action1 >= Action2</entry>
+ <entry>Greater_Equal_</entry>
+ </row>
+ <row>
+ <entry>&lt;</entry>
+ <entry>Calls lazily Action1 &lt; Action2</entry>
+ <entry>Less_</entry>
+ </row>
+ <row>
+ <entry>&lt;=</entry>
+ <entry>Calls lazily Action1 &lt;= Action2</entry>
+ <entry>Less_Equal_</entry>
+ </row>
+ <row>
+ <entry>&amp;</entry>
+ <entry>Calls lazily Action1 &amp; Action2</entry>
+ <entry>Bitwise_And_</entry>
+ </row>
+ <row>
+ <entry>|</entry>
+ <entry>Calls lazily Action1 | Action2</entry>
+ <entry>Bitwise_Or_</entry>
+ </row>
+ <row>
+ <entry>^</entry>
+ <entry>Calls lazily Action1 ^ Action2</entry>
+ <entry>Bitwise_Xor_</entry>
+ </row>
+ <row>
+ <entry>--</entry>
+ <entry>Calls lazily --Action1 / Action1--</entry>
+ <entry>Pre_Dec_ / Post_Dec_</entry>
+ </row>
+ <row>
+ <entry>++</entry>
+ <entry>Calls lazily ++Action1 / Action1++</entry>
+ <entry>Pre_Inc_ / Post_Inc_</entry>
+ </row>
+ <row>
+ <entry>/</entry>
+ <entry>Calls lazily Action1 / Action2</entry>
+ <entry>Divides_</entry>
+ </row>
+ <row>
+ <entry>/=</entry>
+ <entry>Calls lazily Action1 /= Action2</entry>
+ <entry>Divides_Assign_</entry>
+ </row>
+ <row>
+ <entry>*</entry>
+ <entry>Calls lazily Action1 * Action2</entry>
+ <entry>Multiplies_</entry>
+ </row>
+ <row>
+ <entry>*=</entry>
+ <entry>Calls lazily Action1 *= Action2</entry>
+ <entry>Multiplies_Assign_</entry>
+ </row>
+ <row>
+ <entry>+ (binary)</entry>
+ <entry>Calls lazily Action1 + Action2</entry>
+ <entry>Plus_</entry>
+ </row>
+ <row>
+ <entry>+ (unary)</entry>
+ <entry>Calls lazily +Action1</entry>
+ <entry>Unary_Plus_</entry>
+ </row>
+ <row>
+ <entry>+=</entry>
+ <entry>Calls lazily Action1 += Action2</entry>
+ <entry>Plus_Assign_</entry>
+ </row>
+ <row>
+ <entry>- (binary)</entry>
+ <entry>Calls lazily Action1 - Action2</entry>
+ <entry>Minus_</entry>
+ </row>
+ <row>
+ <entry>- (unary)</entry>
+ <entry>Calls lazily -Action1</entry>
+ <entry>Unary_Minus_</entry>
+ </row>
+ <row>
+ <entry>-=</entry>
+ <entry>Calls lazily Action1 -= Action2</entry>
+ <entry>Minus_Assign_</entry>
+ </row>
+ <row>
+ <entry>%</entry>
+ <entry>Calls lazily Action1 % Action2</entry>
+ <entry>Modulus_</entry>
+ </row>
+ <row>
+ <entry>%=</entry>
+ <entry>Calls lazily Action1 %= Action2</entry>
+ <entry>Modulus_Assign_</entry>
+ </row>
+ <row>
+ <entry>>></entry>
+ <entry>Calls lazily Action1 >> Action2</entry>
+ <entry>ShiftRight_</entry>
+ </row>
+ <row>
+ <entry>>>=</entry>
+ <entry>Calls lazily Action1 >>= Action2</entry>
+ <entry>ShiftRight_Assign_</entry>
+ </row>
+ <row>
+ <entry>&lt;&lt;</entry>
+ <entry>Calls lazily Action1 &lt;&lt; Action2</entry>
+ <entry>ShiftLeft_</entry>
+ </row>
+ <row>
+ <entry>&lt;&lt;=</entry>
+ <entry>Calls lazily Action1 &lt;&lt;= Action2</entry>
+ <entry>ShiftLeft_Assign_</entry>
+ </row>
+ <row>
+ <entry>[] (works on vector, map, arrays)</entry>
+ <entry>Calls lazily Action1 [Action2]</entry>
+ <entry>Subscript_</entry>
+ </row>
+ <row>
+ <entry>if_then_else_(Condition,Action1,Action2)</entry>
+ <entry>Returns either the result of calling Action1 or the result of
+ calling Action2</entry>
+ <entry>If_Else_</entry>
+ </row>
+ <row>
+ <entry>if_then_(Condition,Action)</entry>
+ <entry>Returns the result of calling Action if Condition</entry>
+ <entry>If_Then_</entry>
+ </row>
+ <row>
+ <entry>while_(Condition, Body)</entry>
+ <entry>While Condition(), calls Body(). Returns nothing</entry>
+ <entry>While_Do_</entry>
+ </row>
+ <row>
+ <entry>do_while_(Condition, Body)</entry>
+ <entry>Calls Body() while Condition(). Returns nothing</entry>
+ <entry>Do_While_</entry>
+ </row>
+ <row>
+ <entry>for_(Begin,Stop,EndLoop,Body)</entry>
+ <entry>Calls for(Begin;Stop;EndLoop){Body;}</entry>
+ <entry>For_Loop_</entry>
+ </row>
+ <row>
+ <entry>process_(Event [,fsm1] [,fsm2] [,fsm3] [,fsm4])</entry>
+ <entry>Processes Event on the current state machine (if no fsm
+ specified) or on up to 4 state machines returned by an
+ appropriate functor.</entry>
+ <entry>Process_</entry>
+ </row>
+ <row>
+ <entry>process2_(Event, Data [,fsm1] [,fsm2] [,fsm3])</entry>
+ <entry>Processes Event on the current state machine (if no fsm
+ specified) or on up to 2 state machines returned by an
+ appropriate functor. The event is copy-constructed from what
+ Data() returns.</entry>
+ <entry>Process2_</entry>
+ </row>
+ <row>
+ <entry>is_flag_(Flag [,fsm])</entry>
+ <entry>Calls is_flag_active() on the current state machine or the
+ one returned by calling fsm.</entry>
+ <entry>Get_Flag_</entry>
+ </row>
+ <row>
+ <entry>event_ [(attribute name)]</entry>
+ <entry>Returns the current event (as const reference)</entry>
+ <entry>GetEvent_</entry>
+ </row>
+ <row>
+ <entry>source_ [(attribute name)]</entry>
+ <entry>Returns the source state of the currently triggered
+ transition (as reference). If an attribute name is provided,
+ returns the attribute by reference.</entry>
+ <entry>GetSource_</entry>
+ </row>
+ <row>
+ <entry>target_ [(attribute name)]</entry>
+ <entry>Returns the target state of the currently triggered
+ transition (as reference). If an attribute name is provided,
+ returns the attribute by reference.</entry>
+ <entry>GetTarget_</entry>
+ </row>
+ <row>
+ <entry>state_ [(attribute name)]</entry>
+ <entry>Returns the source state of the currently active state (as
+ reference). Valid inside a state entry/exit action. If an
+ attribute name is provided, returns the attribute by
+ reference.</entry>
+ <entry>GetState_</entry>
+ </row>
+ <row>
+ <entry>fsm_ [(attribute name)]</entry>
+ <entry>Returns the current state machine (as reference). Valid
+ inside a state entry/exit action or a transition. If an
+ attribute name is provided, returns the attribute by
+ reference.</entry>
+ <entry>GetFsm_</entry>
+ </row>
+ <row>
+ <entry>substate_(state_name [,fsm])</entry>
+ <entry>Returns (as reference) the state state_name referenced in the
+ current state machine or the one given as argument.</entry>
+ <entry>SubState_</entry>
+ </row>
+ </tbody>
+ </tgroup>
+ </table>
+ </para>
+ <para>To use these functions, you need to include: </para>
+ <para><code>#include &lt;msm/front/euml/euml.hpp></code></para>
+ </chapter>
+ <chapter>
+ <title>
+ <command xml:id="eUML-STL-all"/>Functional programming </title>
+ <para>To use these functions, you need to include: </para>
+ <para><code>#include &lt;msm/front/euml/stl.hpp></code></para>
+ <para>or the specified header in the following tables.</para>
+ <para>The following tables list the supported STL algorithms: </para>
+ <para>
+ <command xml:id="eUML-STL-querying"/>
+ <table frame="all">
+ <title>STL algorithms</title>
+ <tgroup cols="2">
+ <colspec colname="c2" colnum="1"/>
+ <colspec colname="c3" colnum="2"/>
+ <thead>
+ <row>
+ <entry>STL algorithms in querying.hpp</entry>
+ <entry>Functor</entry>
+ </row>
+ </thead>
+ <tbody>
+ <row>
+ <entry>find_(first, last, value)</entry>
+ <entry>Find_</entry>
+ </row>
+ <row>
+ <entry>find_if_(first, last, value)</entry>
+ <entry>FindIf_</entry>
+ </row>
+ <row>
+ <entry>lower_bound_(first, last, value [,opᵃ])</entry>
+ <entry>LowerBound_</entry>
+ </row>
+ <row>
+ <entry>upper_bound_(first, last, value [,opᵃ])</entry>
+ <entry>UpperBound_</entry>
+ </row>
+ <row>
+ <entry>equal_range_(first, last, value [,opᵃ])</entry>
+ <entry>EqualRange_</entry>
+ </row>
+ <row>
+ <entry>binary_search_(first, last, value [,opᵃ])</entry>
+ <entry>BinarySearch_</entry>
+ </row>
+ <row>
+ <entry>min_element_(first, last[,opᵃ])</entry>
+ <entry>MinElement_</entry>
+ </row>
+ <row>
+ <entry>max_element_(first, last[,opᵃ])</entry>
+ <entry>MaxElement_</entry>
+ </row>
+ <row>
+ <entry>adjacent_find_(first, last[,opᵃ])</entry>
+ <entry>AdjacentFind_</entry>
+ </row>
+ <row>
+ <entry>find_end_( first1, last1, first2, last2 [,op ᵃ])</entry>
+ <entry>FindEnd_</entry>
+ </row>
+ <row>
+ <entry>find_first_of_( first1, last1, first2, last2 [,op ᵃ])</entry>
+ <entry>FindFirstOf_</entry>
+ </row>
+ <row>
+ <entry>equal_( first1, last1, first2 [,op ᵃ])</entry>
+ <entry>Equal_</entry>
+ </row>
+ <row>
+ <entry>search_( first1, last1, first2, last2 [,op ᵃ])</entry>
+ <entry>Search_</entry>
+ </row>
+ <row>
+ <entry>includes_( first1, last1, first2, last2 [,op ᵃ])</entry>
+ <entry>Includes_</entry>
+ </row>
+ <row>
+ <entry>lexicographical_compare_ ( first1, last1, first2, last2 [,op
+ ᵃ]) </entry>
+ <entry>LexicographicalCompare_</entry>
+ </row>
+ <row>
+ <entry>count_(first, last, value [,size])</entry>
+ <entry>Count_</entry>
+ </row>
+ <row>
+ <entry>count_if_(first, last, op ᵃ [,size])</entry>
+ <entry>CountIf_</entry>
+ </row>
+ <row>
+ <entry>distance_(first, last)</entry>
+ <entry>Distance_</entry>
+ </row>
+ <row>
+ <entry>mismatch _( first1, last1, first2 [,op ᵃ])</entry>
+ <entry>Mismatch_</entry>
+ </row>
+ </tbody>
+ </tgroup>
+ </table>
+ </para>
+ <para>
+ <command xml:id="eUML-STL-iteration"/>
+ <table frame="all">
+ <title>STL algorithms</title>
+ <tgroup cols="2">
+ <colspec colname="c2" colnum="1"/>
+ <colspec colname="c3" colnum="2"/>
+ <thead>
+ <row>
+ <entry>STL algorithms in iteration.hpp</entry>
+ <entry>Functor</entry>
+ </row>
+ </thead>
+ <tbody>
+ <row>
+ <entry>for_each_(first,last, unary opᵃ)</entry>
+ <entry>ForEach_</entry>
+ </row>
+ <row>
+ <entry>accumulate_first, last, init [,opᵃ])</entry>
+ <entry>Accumulate_</entry>
+ </row>
+ </tbody>
+ </tgroup>
+ </table>
+ </para>
+ <para>
+ <command xml:id="eUML-STL-transformation"/>
+ <table>
+ <title>STL algorithms</title>
+ <tgroup cols="2">
+ <colspec colname="c2" colnum="1"/>
+ <colspec colname="c3" colnum="2"/>
+ <thead>
+ <row>
+ <entry>STL algorithms in transformation.hpp</entry>
+ <entry>Functor</entry>
+ </row>
+ </thead>
+ <tbody>
+ <row>
+ <entry>copy_(first, last, result)</entry>
+ <entry>Copy_</entry>
+ </row>
+ <row>
+ <entry>copy_backward_(first, last, result)</entry>
+ <entry>CopyBackward_</entry>
+ </row>
+ <row>
+ <entry>reverse_(first, last)</entry>
+ <entry>Reverse_</entry>
+ </row>
+ <row>
+ <entry>reverse_copy_(first, last , result)</entry>
+ <entry>ReverseCopy_</entry>
+ </row>
+ <row>
+ <entry>remove_(first, last, value)</entry>
+ <entry>Remove_</entry>
+ </row>
+ <row>
+ <entry>remove_if_(first, last , opᵃ)</entry>
+ <entry>RemoveIf_</entry>
+ </row>
+ <row>
+ <entry>remove_copy_(first, last , output, value)</entry>
+ <entry>RemoveCopy_</entry>
+ </row>
+ <row>
+ <entry>remove_copy_if_(first, last, output, opᵃ)</entry>
+ <entry>RemoveCopyIf_</entry>
+ </row>
+ <row>
+ <entry>fill_(first, last, value)</entry>
+ <entry>Fill_</entry>
+ </row>
+ <row>
+ <entry>fill_n_(first, size, value)ᵇ</entry>
+ <entry>FillN_</entry>
+ </row>
+ <row>
+ <entry>generate_(first, last, generatorᵃ)</entry>
+ <entry>Generate_</entry>
+ </row>
+ <row>
+ <entry>generate_(first, size, generatorᵃ)ᵇ</entry>
+ <entry>GenerateN_</entry>
+ </row>
+ <row>
+ <entry>unique_(first, last [,opᵃ])</entry>
+ <entry>Unique_</entry>
+ </row>
+ <row>
+ <entry>unique_copy_(first, last, output [,opᵃ])</entry>
+ <entry>UniqueCopy_</entry>
+ </row>
+ <row>
+ <entry>random_shuffle_(first, last [,opᵃ])</entry>
+ <entry>RandomShuffle_</entry>
+ </row>
+ <row>
+ <entry>rotate_copy_(first, middle, last, output)</entry>
+ <entry>RotateCopy_</entry>
+ </row>
+ <row>
+ <entry>partition_ (first, last [,opᵃ])</entry>
+ <entry>Partition_</entry>
+ </row>
+ <row>
+ <entry>stable_partition_ (first, last [,opᵃ])</entry>
+ <entry>StablePartition_</entry>
+ </row>
+ <row>
+ <entry>stable_sort_(first, last [,opᵃ])</entry>
+ <entry>StableSort_</entry>
+ </row>
+ <row>
+ <entry>sort_(first, last [,opᵃ])</entry>
+ <entry>Sort_</entry>
+ </row>
+ <row>
+ <entry>partial_sort_(first, middle, last [,opᵃ])</entry>
+ <entry>PartialSort_</entry>
+ </row>
+ <row>
+ <entry>partial_sort_copy_ (first, last, res_first, res_last [,opᵃ]) </entry>
+ <entry>PartialSortCopy_</entry>
+ </row>
+ <row>
+ <entry>nth_element_(first, nth, last [,opᵃ])</entry>
+ <entry>NthElement_</entry>
+ </row>
+ <row>
+ <entry>merge_( first1, last1, first2, last2, output [,op ᵃ])</entry>
+ <entry>Merge_</entry>
+ </row>
+ <row>
+ <entry>inplace_merge_(first, middle, last [,opᵃ])</entry>
+ <entry>InplaceMerge_</entry>
+ </row>
+ <row>
+ <entry>set_union_(first1, last1, first2, last2, output [,op
+ ᵃ])</entry>
+ <entry>SetUnion_</entry>
+ </row>
+ <row>
+ <entry>push_heap_(first, last [,op ᵃ])</entry>
+ <entry>PushHeap_</entry>
+ </row>
+ <row>
+ <entry>pop_heap_(first, last [,op ᵃ])</entry>
+ <entry>PopHeap_</entry>
+ </row>
+ <row>
+ <entry>make_heap_(first, last [,op ᵃ])</entry>
+ <entry>MakeHeap_</entry>
+ </row>
+ <row>
+ <entry>sort_heap_(first, last [,op ᵃ])</entry>
+ <entry>SortHeap_</entry>
+ </row>
+ <row>
+ <entry>next_permutation_(first, last [,op ᵃ])</entry>
+ <entry>NextPermutation_</entry>
+ </row>
+ <row>
+ <entry>prev_permutation_(first, last [,op ᵃ])</entry>
+ <entry>PrevPermutation_</entry>
+ </row>
+ <row>
+ <entry>inner_product_(first1, last1, first2, init [,op1ᵃ] [,op2ᵃ]) </entry>
+ <entry>InnerProduct_</entry>
+ </row>
+ <row>
+ <entry>partial_sum_(first, last, output [,opᵃ])</entry>
+ <entry>PartialSum_</entry>
+ </row>
+ <row>
+ <entry>adjacent_difference_(first, last, output [,opᵃ])</entry>
+ <entry>AdjacentDifference_</entry>
+ </row>
+ <row>
+ <entry>replace_(first, last, old_value, new_value)</entry>
+ <entry>Replace_</entry>
+ </row>
+ <row>
+ <entry>replace_if_(first, last, opᵃ, new_value)</entry>
+ <entry>ReplaceIf_</entry>
+ </row>
+ <row>
+ <entry>replace_copy_(first, last, result, old_value,
+ new_value)</entry>
+ <entry>ReplaceCopy_</entry>
+ </row>
+ <row>
+ <entry>replace_copy_if_(first, last, result, opᵃ, new_value)</entry>
+ <entry>ReplaceCopyIf_</entry>
+ </row>
+ <row>
+ <entry>rotate_(first, middle, last)ᵇ</entry>
+ <entry>Rotate_</entry>
+ </row>
+ </tbody>
+ </tgroup>
+ </table>
+ </para>
+ <para>
+ <command xml:id="eUML-STL-container"/>
+ <table>
+ <title>STL container methods</title>
+ <tgroup cols="2">
+ <colspec colname="c2" colnum="1"/>
+ <colspec colname="c3" colnum="2"/>
+ <thead>
+ <row>
+ <entry>STL container methods(common) in container.hpp</entry>
+ <entry>Functor</entry>
+ </row>
+ </thead>
+ <tbody>
+ <row>
+ <entry>container::reference front_(container)</entry>
+ <entry>Front_</entry>
+ </row>
+ <row>
+ <entry>container::reference back_(container)</entry>
+ <entry>Back_</entry>
+ </row>
+ <row>
+ <entry>container::iterator begin_(container)</entry>
+ <entry>Begin_</entry>
+ </row>
+ <row>
+ <entry>container::iterator end_(container)</entry>
+ <entry>End_</entry>
+ </row>
+ <row>
+ <entry>container::reverse_iterator rbegin_(container)</entry>
+ <entry>RBegin_</entry>
+ </row>
+ <row>
+ <entry>container::reverse_iterator rend_(container)</entry>
+ <entry>REnd_</entry>
+ </row>
+ <row>
+ <entry>void push_back_(container, value)</entry>
+ <entry>Push_Back_</entry>
+ </row>
+ <row>
+ <entry>void pop_back_(container, value)</entry>
+ <entry>Pop_Back_</entry>
+ </row>
+ <row>
+ <entry>void push_front_(container, value)</entry>
+ <entry>Push_Front_</entry>
+ </row>
+ <row>
+ <entry>void pop_front_(container, value)</entry>
+ <entry>Pop_Front_</entry>
+ </row>
+ <row>
+ <entry>void clear_(container)</entry>
+ <entry>Clear_</entry>
+ </row>
+ <row>
+ <entry>size_type capacity_(container)</entry>
+ <entry>Capacity_</entry>
+ </row>
+ <row>
+ <entry>size_type size_(container)</entry>
+ <entry>Size_</entry>
+ </row>
+ <row>
+ <entry>size_type max_size_(container)</entry>
+ <entry>Max_Size_</entry>
+ </row>
+ <row>
+ <entry>void reserve_(container, value)</entry>
+ <entry>Reserve _</entry>
+ </row>
+ <row>
+ <entry>void resize_(container, value)</entry>
+ <entry>Resize _</entry>
+ </row>
+ <row>
+ <entry>iterator insert_(container, pos, value)</entry>
+ <entry>Insert_</entry>
+ </row>
+ <row>
+ <entry>void insert_( container , pos, first, last)</entry>
+ <entry>Insert_</entry>
+ </row>
+ <row>
+ <entry>void insert_( container , pos, number, value)</entry>
+ <entry>Insert_</entry>
+ </row>
+ <row>
+ <entry>void swap_( container , other_container)</entry>
+ <entry>Swap_</entry>
+ </row>
+ <row>
+ <entry>void erase_( container , pos)</entry>
+ <entry>Erase_</entry>
+ </row>
+ <row>
+ <entry>void erase_( container , first, last) </entry>
+ <entry>Erase_</entry>
+ </row>
+ <row>
+ <entry>bool empty_( container)</entry>
+ <entry>Empty_</entry>
+ </row>
+ </tbody>
+ </tgroup>
+ </table>
+ </para>
+ <para>
+ <table>
+ <title>STL list methods</title>
+ <tgroup cols="2">
+ <colspec colname="c2" colnum="1"/>
+ <colspec colname="c3" colnum="2"/>
+ <thead>
+ <row>
+ <entry>std::list methods in container.hpp</entry>
+ <entry>Functor</entry>
+ </row>
+ </thead>
+ <tbody>
+ <row>
+ <entry>void list_remove_(container, value)</entry>
+ <entry>ListRemove_</entry>
+ </row>
+ <row>
+ <entry>void list_remove_if_(container, opᵃ)</entry>
+ <entry>ListRemove_If_</entry>
+ </row>
+ <row>
+ <entry>void list_merge_(container, other_list)</entry>
+ <entry>ListMerge_</entry>
+ </row>
+ <row>
+ <entry>void list_merge_(container, other_list, opᵃ)</entry>
+ <entry>ListMerge_</entry>
+ </row>
+ <row>
+ <entry>void splice_(container, iterator, other_list)</entry>
+ <entry>Splice_</entry>
+ </row>
+ <row>
+ <entry>void splice_(container, iterator, other_list,
+ iterator)</entry>
+ <entry>Splice_</entry>
+ </row>
+ <row>
+ <entry>void splice_(container, iterator, other_list, first,
+ last)</entry>
+ <entry>Splice_</entry>
+ </row>
+ <row>
+ <entry>void list_reverse_(container)</entry>
+ <entry>ListReverse_</entry>
+ </row>
+ <row>
+ <entry>void list_unique_(container)</entry>
+ <entry>ListUnique_</entry>
+ </row>
+ <row>
+ <entry>void list_unique_(container, opᵃ)</entry>
+ <entry>ListUnique_</entry>
+ </row>
+ <row>
+ <entry>void list_sort_(container)</entry>
+ <entry>ListSort_</entry>
+ </row>
+ <row>
+ <entry>void list_sort_(container, opᵃ)</entry>
+ <entry>ListSort_</entry>
+ </row>
+ </tbody>
+ </tgroup>
+ </table>
+ </para>
+ <para>
+ <table>
+ <title>STL associative container methods </title>
+ <tgroup cols="2">
+ <colspec colname="c2" colnum="1"/>
+ <colspec colname="c3" colnum="2"/>
+ <thead>
+ <row>
+ <entry>Associative container methods in container.hpp</entry>
+ <entry>Functor</entry>
+ </row>
+ </thead>
+ <tbody>
+ <row>
+ <entry>iterator insert_(container, pos, value)</entry>
+ <entry>Insert_</entry>
+ </row>
+ <row>
+ <entry>void insert_( container , first, last)</entry>
+ <entry>Insert_</entry>
+ </row>
+ <row>
+ <entry>pair&lt;iterator, bool> insert_( container , value)</entry>
+ <entry>Insert_</entry>
+ </row>
+ <row>
+ <entry>void associative_erase_( container , pos)</entry>
+ <entry>Associative_Erase_</entry>
+ </row>
+ <row>
+ <entry>void associative_erase_( container , first, last)</entry>
+ <entry>Associative_Erase_</entry>
+ </row>
+ <row>
+ <entry>size_type associative_erase_( container , key)</entry>
+ <entry>Associative_Erase_</entry>
+ </row>
+ <row>
+ <entry>iterator associative_find_( container , key)</entry>
+ <entry>Associative_Find_</entry>
+ </row>
+ <row>
+ <entry>size_type associative_count_( container , key)</entry>
+ <entry>AssociativeCount_</entry>
+ </row>
+ <row>
+ <entry>iterator associative_lower_bound_( container , key)</entry>
+ <entry>Associative_Lower_Bound_</entry>
+ </row>
+ <row>
+ <entry>iterator associative_upper_bound_( container , key)</entry>
+ <entry>Associative_Upper_Bound_</entry>
+ </row>
+ <row>
+ <entry>pair&lt;iterator, iterator> associative_equal_range_(
+ container , key)</entry>
+ <entry>Associative_Equal_Range_</entry>
+ </row>
+ </tbody>
+ </tgroup>
+ </table>
+ </para>
+ <para>
+ <table>
+ <title>STL pair</title>
+ <tgroup cols="2">
+ <colspec colname="c2" colnum="1"/>
+ <colspec colname="c3" colnum="2"/>
+ <thead>
+ <row>
+ <entry>std::pair in container.hpp</entry>
+ <entry>Functor</entry>
+ </row>
+ </thead>
+ <tbody>
+ <row>
+ <entry>first_type first_(pair&lt;T1, T2>)</entry>
+ <entry>First_</entry>
+ </row>
+ <row>
+ <entry>second_type second_(pair&lt;T1, T2>)</entry>
+ <entry>Second_</entry>
+ </row>
+ </tbody>
+ </tgroup>
+ </table>
+ </para>
+ <para>
+ <table>
+ <title>STL string</title>
+ <tgroup cols="3">
+ <colspec colname="newCol1" colnum="1"/>
+ <colspec colname="c2" colnum="2"/>
+ <colspec colname="c3" colnum="3"/>
+ <thead>
+ <row>
+ <entry>STL string method</entry>
+ <entry>std::string method in container.hpp</entry>
+ <entry>Functor</entry>
+ </row>
+ </thead>
+ <tbody>
+ <row>
+ <entry>substr (size_type pos, size_type size)</entry>
+ <entry>string substr_(container, pos, length)</entry>
+ <entry>Substr_</entry>
+ </row>
+ <row>
+ <entry>int compare(string)</entry>
+ <entry>int string_compare_(container, another_string)</entry>
+ <entry>StringCompare_</entry>
+ </row>
+ <row>
+ <entry>int compare(char*)</entry>
+ <entry>int string_compare_(container, another_string)</entry>
+ <entry>StringCompare_</entry>
+ </row>
+ <row>
+ <entry>int compare(size_type pos, size_type size, string)</entry>
+ <entry>int string_compare_(container, pos, size,
+ another_string)</entry>
+ <entry>StringCompare_</entry>
+ </row>
+ <row>
+ <entry>int compare (size_type pos, size_type size, string, size_type
+ length)</entry>
+ <entry>int string_compare_(container, pos, size, another_string,
+ length)</entry>
+ <entry>StringCompare_</entry>
+ </row>
+ <row>
+ <entry>string&amp; append(const string&amp;)</entry>
+ <entry>string&amp; append_(container, another_string)</entry>
+ <entry>Append_</entry>
+ </row>
+ <row>
+ <entry>string&amp; append (charT*)</entry>
+ <entry>string&amp; append_(container, another_string)</entry>
+ <entry>Append_</entry>
+ </row>
+ <row>
+ <entry>string&amp; append (string , size_type pos, size_type
+ size)</entry>
+ <entry>string&amp; append_(container, other_string, pos,
+ size)</entry>
+ <entry>Append_</entry>
+ </row>
+ <row>
+ <entry>string&amp; append (charT*, size_type size)</entry>
+ <entry>string&amp; append_(container, another_string,
+ length)</entry>
+ <entry>Append_</entry>
+ </row>
+ <row>
+ <entry>string&amp; append (size_type size, charT)</entry>
+ <entry>string&amp; append_(container, size, char)</entry>
+ <entry>Append_</entry>
+ </row>
+ <row>
+ <entry>string&amp; append (iterator begin, iterator end)</entry>
+ <entry>string&amp; append_(container, begin, end)</entry>
+ <entry>Append_</entry>
+ </row>
+ <row>
+ <entry>string&amp; insert (size_type pos, charT*)</entry>
+ <entry>string&amp; string_insert_(container, pos,
+ other_string)</entry>
+ <entry>StringInsert_</entry>
+ </row>
+ <row>
+ <entry>string&amp; insert(size_type pos, charT*,size_type n)</entry>
+ <entry>string&amp; string_insert_(container, pos, other_string,
+ n)</entry>
+ <entry>StringInsert_</entry>
+ </row>
+ <row>
+ <entry>string&amp; insert(size_type pos,size_type n, charT
+ c)</entry>
+ <entry>string&amp; string_insert_(container, pos, n, c)</entry>
+ <entry>StringInsert_</entry>
+ </row>
+ <row>
+ <entry>string&amp; insert (size_type pos, const string&amp;)</entry>
+ <entry>string&amp; string_insert_(container, pos,
+ other_string)</entry>
+ <entry>StringInsert_</entry>
+ </row>
+ <row>
+ <entry>string&amp; insert (size_type pos, const string&amp;,
+ size_type pos1, size_type n)</entry>
+ <entry>string&amp; string_insert_(container, pos, other_string,
+ pos1, n)</entry>
+ <entry>StringInsert_</entry>
+ </row>
+ <row>
+ <entry>string&amp; erase(size_type pos=0, size_type n=npos)</entry>
+ <entry>string&amp; string_erase_(container, pos, n)</entry>
+ <entry>StringErase_</entry>
+ </row>
+ <row>
+ <entry>string&amp; assign(const string&amp;)</entry>
+ <entry>string&amp; string_assign_(container, another_string)</entry>
+ <entry>StringAssign_</entry>
+ </row>
+ <row>
+ <entry>string&amp; assign(const charT*)</entry>
+ <entry>string&amp; string_assign_(container, another_string)</entry>
+ <entry>StringAssign_</entry>
+ </row>
+ <row>
+ <entry>string&amp; assign(const string&amp;, size_type pos,
+ size_type n)</entry>
+ <entry>string&amp; string_assign_(container, another_string, pos,
+ n)</entry>
+ <entry>StringAssign_</entry>
+ </row>
+ <row>
+ <entry>string&amp; assign(const charT*, size_type n)</entry>
+ <entry>string&amp; string_assign_(container, another_string,
+ n)</entry>
+ <entry>StringAssign_</entry>
+ </row>
+ <row>
+ <entry>string&amp; assign(size_type n, charT c)</entry>
+ <entry>string&amp; string_assign_(container, n, c)</entry>
+ <entry>StringAssign_</entry>
+ </row>
+ <row>
+ <entry>string&amp; assign(iterator first, iterator last)</entry>
+ <entry>string&amp; string_assign_(container, first, last)</entry>
+ <entry>StringAssign_</entry>
+ </row>
+ <row>
+ <entry>string&amp; replace(size_type pos, size_type n, const
+ string&amp;)</entry>
+ <entry>string&amp; string_replace_(container, pos, n,
+ another_string)</entry>
+ <entry>StringReplace_</entry>
+ </row>
+ <row>
+ <entry>string&amp; replace(size_type pos, size_type n, const charT*,
+ size_type n1)</entry>
+ <entry>string&amp; string_replace_(container, pos, n,
+ another_string, n1)</entry>
+ <entry>StringReplace_</entry>
+ </row>
+ <row>
+ <entry>string&amp; replace(size_type pos, size_type n, const
+ charT*)</entry>
+ <entry>string&amp; string_replace_(container, pos, n,
+ another_string)</entry>
+ <entry>StringReplace_</entry>
+ </row>
+ <row>
+ <entry>string&amp; replace(size_type pos, size_type n, size_type n1,
+ charT c)</entry>
+ <entry>string&amp; string_replace_(container, pos, n, n1, c)</entry>
+ <entry>StringReplace_</entry>
+ </row>
+ <row>
+ <entry>string&amp; replace(iterator first, iterator last, const
+ string&amp;)</entry>
+ <entry>string&amp; string_replace_(container, first, last,
+ another_string)</entry>
+ <entry>StringReplace_</entry>
+ </row>
+ <row>
+ <entry>string&amp; replace(iterator first, iterator last, const
+ charT*, size_type n)</entry>
+ <entry>string&amp; string_replace_(container, first, last,
+ another_string, n)</entry>
+ <entry>StringReplace_</entry>
+ </row>
+ <row>
+ <entry>string&amp; replace(iterator first, iterator last, const
+ charT*)</entry>
+ <entry>string&amp; string_replace_(container, first, last,
+ another_string)</entry>
+ <entry>StringReplace_</entry>
+ </row>
+ <row>
+ <entry>string&amp; replace(iterator first, iterator last, size_type
+ n, charT c)</entry>
+ <entry>string&amp; string_replace_(container, first, last, n,
+ c)</entry>
+ <entry>StringReplace_</entry>
+ </row>
+ <row>
+ <entry>string&amp; replace(iterator first, iterator last, iterator
+ f, iterator l)</entry>
+ <entry>string&amp; string_replace_(container, first, last, f,
+ l)</entry>
+ <entry>StringReplace_</entry>
+ </row>
+ <row>
+ <entry>const charT* c_str()</entry>
+ <entry>const charT* c_str_(container)</entry>
+ <entry>CStr_</entry>
+ </row>
+ <row>
+ <entry>const charT* data()</entry>
+ <entry>const charT* string_data_(container)</entry>
+ <entry>StringData_</entry>
+ </row>
+ <row>
+ <entry>size_type copy(charT* buf, size_type n, size_type pos =
+ 0)</entry>
+ <entry>size_type string_copy_(container, buf, n, pos); size_type
+ string_copy_(container, buf, n) </entry>
+ <entry>StringCopy_</entry>
+ </row>
+ <row>
+ <entry>size_type find(charT* s, size_type pos, size_type n)</entry>
+ <entry>size_type string_find_(container, s, pos, n)</entry>
+ <entry>StringFind_</entry>
+ </row>
+ <row>
+ <entry>size_type find(charT* s, size_type pos=0)</entry>
+ <entry>size_type string_find_(container, s, pos); size_type
+ string_find_(container, s) </entry>
+ <entry>StringFind_</entry>
+ </row>
+ <row>
+ <entry>size_type find(const string&amp; s, size_type pos=0)</entry>
+ <entry>size_type string_find_(container, s, pos) size_type
+ string_find_(container, s) </entry>
+ <entry>StringFind_</entry>
+ </row>
+ <row>
+ <entry>size_type find(charT c, size_type pos=0)</entry>
+ <entry>size_type string_find_(container, c, pos) size_type
+ string_find_(container, c) </entry>
+ <entry>StringFind_</entry>
+ </row>
+ <row>
+ <entry>size_type rfind(charT* s, size_type pos, size_type n)</entry>
+ <entry>size_type string_rfind_(container, s, pos, n)</entry>
+ <entry>StringRFind_</entry>
+ </row>
+ <row>
+ <entry>size_type rfind(charT* s, size_type pos=npos)</entry>
+ <entry>size_type string_rfind_(container, s, pos); size_type
+ string_rfind_(container, s) </entry>
+ <entry>StringRFind_</entry>
+ </row>
+ <row>
+ <entry>size_type rfind(const string&amp; s, size_type
+ pos=npos)</entry>
+ <entry>size_type string_rfind_(container, s, pos); size_type
+ string_rfind_(container, s) </entry>
+ <entry>StringRFind_</entry>
+ </row>
+ <row>
+ <entry>size_type rfind(charT c, size_type pos=npos)</entry>
+ <entry>size_type string_rfind_(container, c, pos) size_type
+ string_rfind_(container, c) </entry>
+ <entry>StringRFind_</entry>
+ </row>
+ <row>
+ <entry>size_type find_first_of(charT* s, size_type pos, size_type
+ n)</entry>
+ <entry>size_type find_first_of_(container, s, pos, n)</entry>
+ <entry>StringFindFirstOf_</entry>
+ </row>
+ <row>
+ <entry>size_type find_first_of (charT* s, size_type pos=0)</entry>
+ <entry>size_type find_first_of_(container, s, pos); size_type
+ find_first_of_(container, s) </entry>
+ <entry>StringFindFirstOf_</entry>
+ </row>
+ <row>
+ <entry>size_type find_first_of (const string&amp; s, size_type
+ pos=0)</entry>
+ <entry>size_type find_first_of_(container, s, pos); size_type
+ find_first_of_(container, s) </entry>
+ <entry>StringFindFirstOf_</entry>
+ </row>
+ <row>
+ <entry>size_type find_first_of (charT c, size_type pos=0)</entry>
+ <entry>size_type find_first_of_(container, c, pos) size_type
+ find_first_of_(container, c) </entry>
+ <entry>StringFindFirstOf_</entry>
+ </row>
+ <row>
+ <entry>size_type find_first_not_of(charT* s, size_type pos,
+ size_type n)</entry>
+ <entry>size_type find_first_not_of_(container, s, pos, n)</entry>
+ <entry>StringFindFirstNotOf_</entry>
+ </row>
+ <row>
+ <entry>size_type find_first_not_of (charT* s, size_type
+ pos=0)</entry>
+ <entry>size_type find_first_not_of_(container, s, pos); size_type
+ find_first_not_of_(container, s) </entry>
+ <entry>StringFindFirstNotOf_</entry>
+ </row>
+ <row>
+ <entry>size_type find_first_not_of (const string&amp; s, size_type
+ pos=0)</entry>
+ <entry>size_type find_first_not_of_(container, s, pos); size_type
+ find_first_not_of_(container, s) </entry>
+ <entry>StringFindFirstNotOf_</entry>
+ </row>
+ <row>
+ <entry>size_type find_first_not_of (charT c, size_type
+ pos=0)</entry>
+ <entry>size_type find_first_not_of_(container, c, pos); size_type
+ find_first_not_of_(container, c) </entry>
+ <entry>StringFindFirstNotOf_</entry>
+ </row>
+ <row>
+ <entry>size_type find_last_of(charT* s, size_type pos, size_type
+ n)</entry>
+ <entry>size_type find_last_of_(container, s, pos, n)</entry>
+ <entry>StringFindLastOf_</entry>
+ </row>
+ <row>
+ <entry>size_type find_last_of (charT* s, size_type pos=npos)</entry>
+ <entry>size_type find_last_of_(container, s, pos); size_type
+ find_last_of_(container, s) </entry>
+ <entry>StringFindLastOf_</entry>
+ </row>
+ <row>
+ <entry>size_type find_last_of (const string&amp; s, size_type
+ pos=npos)</entry>
+ <entry>size_type find_last_of_(container, s, pos); size_type
+ find_last_of_(container, s) </entry>
+ <entry>StringFindLastOf_</entry>
+ </row>
+ <row>
+ <entry>size_type find_last_of (charT c, size_type pos=npos)</entry>
+ <entry>size_type find_last_of_(container, c, pos); size_type
+ find_last_of_(container, c) </entry>
+ <entry>StringFindLastOf_</entry>
+ </row>
+ <row>
+ <entry>size_type find_last_not_of(charT* s, size_type pos, size_type
+ n)</entry>
+ <entry>size_type find_last_not_of_(container, s, pos, n)</entry>
+ <entry>StringFindLastNotOf_</entry>
+ </row>
+ <row>
+ <entry>size_type find_last_not_of (charT* s, size_type
+ pos=npos)</entry>
+ <entry>size_type find_last_not_of_(container, s, pos); size_type
+ find_last_of_(container, s) </entry>
+ <entry>StringFindLastNotOf_</entry>
+ </row>
+ <row>
+ <entry>size_type find_last_not_of (const string&amp; s, size_type
+ pos=npos)</entry>
+ <entry>size_type find_last_not_of_(container, s, pos); size_type
+ find_last_not_of_(container, s) </entry>
+ <entry>StringFindLastNotOf_</entry>
+ </row>
+ <row>
+ <entry>size_type find_last_not_of (charT c, size_type
+ pos=npos)</entry>
+ <entry>size_type find_last_not_of_(container, c, pos); size_type
+ find_last_not_of_(container, c) </entry>
+ <entry>StringFindLastNotOf_</entry>
+ </row>
+ </tbody>
+ </tgroup>
+ </table>
+ </para>
+ <para><emphasis role="underline">Notes</emphasis>: <itemizedlist>
+ <listitem>
+ <para>ᵃ: algorithms requiring a predicate need to make them eUML compatible
+ by wrapping them inside a Predicate_ functor. For example,
+ std::less&lt;int> => Predicate_&lt;std::less&lt;int> >()</para>
+ </listitem>
+ <listitem>
+ <para>ᵇ: If using the SGI STL implementation, these functors use the SGI
+ return value</para>
+ </listitem>
+ </itemizedlist>
+ </para>
+ </chapter>
+ <refentry>
+ <refnamediv>
+ <refname>Common headers</refname>
+ <refpurpose>The common types used by front- and back-ends</refpurpose>
+ </refnamediv>
+ <refsect1>
+ <title>msm/common.hpp</title>
+ <para>This header provides one type, wrap, which is an empty type whose only reason
+ to exist is to be cheap to construct, so that it can be used with mpl::for_each,
+ as shown in the Metaprogramming book, chapter 9.</para>
+ <classsynopsis>
+ <ooclass>
+ <classname>template &lt;class Dummy> wrap{};</classname>
+ </ooclass>
+ </classsynopsis>
+ </refsect1>
+ <refsect1>
+ <title>msm/row_tags.hpp</title>
+ <para>This header contains the row type tags which front-ends can support partially
+ or totally. Please see the <command xlink:href="#internals-front-back-interface"
+ >Internals</command> section for a description of the different
+ types.</para>
+ </refsect1>
+ </refentry>
+ <refentry>
+ <refnamediv>
+ <refname>Back-end</refname>
+ <refpurpose>The back-end headers</refpurpose>
+ </refnamediv>
+ <refsect1>
+ <title>msm/back/state_machine.hpp</title>
+ <para> This header provides one type, state_machine, MSM's state machine engine
+ implementation.</para>
+ <classsynopsis>
+ <ooclass>
+ <classname>template &lt;class Derived,class HistoryPolicy=NoHistory,class
+ CompilePolicy=favor_runtime_speed> state_machine</classname>
+ </ooclass>
+ </classsynopsis>
+ <refsect2>
+ <title> Template arguments </title>
+ <refsect3>
+ <title> Derived </title>
+ <para>The name of the front-end state machine definition. All three
+ front-ends are possible.</para>
+ </refsect3>
+ <refsect3>
+ <title> HistoryPolicy </title>
+ <para>The desired history. This can be: AlwaysHistory, NoHistory,
+ ShallowHistory. Default is NoHistory.</para>
+ </refsect3>
+ <refsect3>
+ <title> CompilePolicy </title>
+ <para>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 <link
+ xlink:href="#backend-tradeof-rt-ct">the backend</link>.</para>
+ </refsect3>
+ </refsect2>
+ <refsect2>
+ <title> methods </title>
+ <refsect3>
+ <title>start</title>
+ <para> 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 <link
+ xlink:href="#backend-start">backend</link>.</para>
+ <methodsynopsis>
+ <methodname>void start</methodname>
+ <methodparam>
+ <funcparams/>
+ </methodparam>
+ </methodsynopsis>
+ </refsect3>
+ <refsect3>
+ <title>process_event</title>
+ <para>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.</para>
+ <methodsynopsis>
+ <methodname>template &lt;class Event> HandledEnum
+ process_event</methodname>
+ <methodparam>
+ <funcparams>Event const&amp;</funcparams>
+ </methodparam>
+ </methodsynopsis>
+ </refsect3>
+ <refsect3>
+ <title>current_state</title>
+ <para>Returns the ids of currently active states. You will typically need it
+ only for debugging or logging purposes.</para>
+ <methodsynopsis>
+ <methodname>const int* current_state const</methodname>
+ <methodparam>
+ <funcparams/>
+ </methodparam>
+ </methodsynopsis>
+ </refsect3>
+ <refsect3>
+ <title>get_state_by_id</title>
+ <para>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.</para>
+ <methodsynopsis>
+ <methodname>const BaseState* get_state_by_id const</methodname>
+ <methodparam>
+ <funcparams>int id</funcparams>
+ </methodparam>
+ </methodsynopsis>
+ </refsect3>
+ <refsect3>
+ <title>is_contained</title>
+ <para>Helper returning true if the state machine is contained as a
+ submachine of another state machine.</para>
+ <methodsynopsis>
+ <methodname>bool is_contained const</methodname>
+ <methodparam>
+ <funcparams/>
+ </methodparam>
+ </methodsynopsis>
+ </refsect3>
+ <refsect3>
+ <title>get_state</title>
+ <para>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.</para>
+ <methodsynopsis>
+ <methodname>template &lt;class State> State* get_state</methodname>
+ <methodparam>
+ <funcparams/>
+ </methodparam>
+ </methodsynopsis>
+ </refsect3>
+ <refsect3>
+ <title>get_state</title>
+ <para>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.</para>
+ <methodsynopsis>
+ <methodname>template &lt;class State> State&amp; get_state</methodname>
+ <methodparam>
+ <funcparams/>
+ </methodparam>
+ </methodsynopsis>
+ </refsect3>
+ <refsect3>
+ <title>is_flag_active</title>
+ <para>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 <emphasis role="underline">all</emphasis>
+ regions (using AND as BinaryOp)</para>
+ <methodsynopsis>
+ <methodname>template &lt;class Flag,class BinaryOp> bool
+ is_flag_active</methodname>
+ <methodparam>
+ <funcparams/>
+ </methodparam>
+ </methodsynopsis>
+ </refsect3>
+ <refsect3>
+ <title>is_flag_active</title>
+ <para>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.</para>
+ <methodsynopsis>
+ <methodname>template &lt;class Flag> bool is_flag_active</methodname>
+ <methodparam>
+ <funcparams/>
+ </methodparam>
+ </methodsynopsis>
+ </refsect3>
+ <refsect3>
+ <title>visit_current_states</title>
+ <para>Visits all active states and their substates. A state is visited using
+ the <code>accept</code> method without argument. The base class of all
+ states must provide an <code>accept_sig</code> type.</para>
+ <methodsynopsis>
+ <methodname>void visit_current_states</methodname>
+ <methodparam>
+ <funcparams/>
+ </methodparam>
+ </methodsynopsis>
+ </refsect3>
+ <refsect3>
+ <title>visit_current_states</title>
+ <para>Visits all active states and their substates. A state is visited using
+ the <code>accept</code> method with arguments. The base class of all
+ states must provide an <code>accept_sig</code> type defining the
+ signature and thus the number and type of the parameters.</para>
+ <methodsynopsis>
+ <methodname>void visit_current_states</methodname>
+ <methodparam>
+ <funcparams>any-type param1, any-type param2,...</funcparams>
+ </methodparam>
+ </methodsynopsis>
+ </refsect3>
+ <refsect3>
+ <title>defer_event</title>
+ <para> 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
+ <code>activate_deferred_events</code>(see <link
+ xlink:href="examples/Orthogonal-deferred2.cpp">example</link>) type
+ either directly or using the deferred_events configuration of eUML
+ (<code>configure_ &lt;&lt; deferred_events</code>)</para>
+ <methodsynopsis>
+ <methodname>template &lt;class Event> void defer_event</methodname>
+ <methodparam>
+ <funcparams>Event const&amp;</funcparams>
+ </methodparam>
+ </methodsynopsis>
+ </refsect3>
+ </refsect2>
+ <refsect2>
+ <title>Types</title>
+ <refsect3>
+ <title>nr_regions </title>
+ <para>The number of orthogonal regions contained in the state machine</para>
+ </refsect3>
+ <refsect3>
+ <title>entry_pt</title>
+ <para>This nested type provides the necessary typedef for entry point
+ pseudostates.
+ <code>state_machine&lt;...>::entry_pt&lt;state_name></code> is a
+ transition's valid target inside the containing state machine's
+ transition table.</para>
+ <classsynopsis>
+ <ooclass>
+ <classname>entry_pt</classname>
+ </ooclass>
+ </classsynopsis>
+ </refsect3>
+ <refsect3>
+ <title>exit_pt</title>
+ <para>This nested type provides the necessary typedef for exit point
+ pseudostates. <code>state_machine&lt;...>::exit_pt&lt;state_name></code>
+ is a transition's valid source inside the containing state machine's
+ transition table.</para>
+ <classsynopsis>
+ <ooclass>
+ <classname>exit_pt</classname>
+ </ooclass>
+ </classsynopsis>
+ </refsect3>
+ <refsect3>
+ <title>direct</title>
+ <para>This nested type provides the necessary typedef for an explicit entry
+ inside a submachine.
+ <code>state_machine&lt;...>::direct&lt;state_name></code> is a
+ transition's valid target inside the containing state machine's
+ transition table.</para>
+ <classsynopsis>
+ <ooclass>
+ <classname>direct</classname>
+ </ooclass>
+ </classsynopsis>
+ </refsect3>
+ <refsect3>
+ <title>stt</title>
+ <para>Calling state_machine&lt;frontend>::stt returns a mpl::vector
+ containing the transition table of the state machine. This type can then
+ be used with generate_state_set or generate_event_set.</para>
+ </refsect3>
+ </refsect2>
+ </refsect1>
+ <refsect1>
+ <title>args.hpp</title>
+ <para>This header provides one type, args. which provides the necessary types for a
+ visitor implementation.</para>
+ </refsect1>
+ <refsect1>
+ <title><command xml:id="history-interface"/>msm/back/history_policies.hpp</title>
+ <para>This header provides the out-of-the-box history policies supported by MSM.
+ There are 3 such policies.</para>
+ <refsect2>
+ <title>Every history policy must implement the following methods: </title>
+ <refsect3>
+ <title> set_initial_states </title>
+ <para> 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).</para>
+ <funcsynopsis>
+ <funcprototype>
+ <funcdef>void set_initial_states</funcdef>
+ <paramdef>
+ <funcparams>int* const</funcparams>
+ </paramdef>
+ </funcprototype>
+ </funcsynopsis>
+ </refsect3>
+ <refsect3>
+ <title> history_exit </title>
+ <para>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).</para>
+ <funcsynopsis>
+ <funcprototype>
+ <funcdef>void history_exit</funcdef>
+ <paramdef>
+ <funcparams>int* const</funcparams>
+ </paramdef>
+ </funcprototype>
+ </funcsynopsis>
+ </refsect3>
+ <refsect3>
+ <title> history_entry </title>
+ <para>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.</para>
+ <funcsynopsis>
+ <funcprototype>
+ <funcdef>template &lt;class Event> int* const history_exit</funcdef>
+ <paramdef>
+ <funcparams>Event const&amp;</funcparams>
+ </paramdef>
+ </funcprototype>
+ </funcsynopsis>
+ </refsect3>
+ </refsect2>
+ <refsect2>
+ <title>Out-of-the-box policies: </title>
+ <refsect3>
+ <title>NoHistory</title>
+ <para>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. </para>
+ </refsect3>
+ <refsect3>
+ <title>AlwaysHistory</title>
+ <para>This policy is a non-UML-standard extension. The active state(s) of a
+ submachine is (are) always remembered at every new activation of the
+ submachine. </para>
+ </refsect3>
+ <refsect3>
+ <title>ShallowHistory</title>
+ <para>This policy activates the active state(s) of a submachine if the event
+ is found in the policy's event list. </para>
+ </refsect3>
+ </refsect2>
+ </refsect1>
+ <refsect1>
+ <title>msm/back/default_compile_policy.hpp</title>
+ <para>This header contains the definition of favor_runtime_speed. This policy has
+ two settings:<itemizedlist>
+ <listitem>
+ <para>Submachines dispatch faster because their transitions are added
+ into their containing machine's transition table instead of simply
+ forwarding events.</para>
+ </listitem>
+ <listitem>
+ <para>It solves transition conflicts at compile-time</para>
+ </listitem>
+ </itemizedlist></para>
+ </refsect1>
+ <refsect1>
+ <title>msm/back/favor_compile_time.hpp</title>
+ <para>This header contains the definition of favor_compile_time. This policy has two settings:<itemizedlist>
+ <listitem>
+ <para>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.</para>
+ </listitem>
+ <listitem>
+ <para>It solves transition conflicts at run-time.</para>
+ </listitem>
+ </itemizedlist></para>
+ </refsect1>
+ <refsect1>
+ <title>msm/back/metafunctions.hpp </title>
+ <para>This header contains metafunctions for use by the library. Three metafunctions
+ can be useful for the user:<itemizedlist>
+ <listitem>
+ <para><code>generate_state_set&lt; stt ></code>: generates the list of
+ all states referenced by the transition table stt. If stt is a
+ recursive table (generated by
+ <code>recursive_get_transition_table</code>), the metafunction
+ finds recursively all states of the submachines. A non-recursive
+ table can be obtained with some_backend_fsm::stt.</para>
+ </listitem>
+ <listitem>
+ <para><code>generate_event_set&lt; stt></code>: generates the list of
+ all events referenced by the transition table stt. If stt is a
+ recursive table (generated by
+ <code>recursive_get_transition_table</code>), the metafunction
+ finds recursively all events of the submachines. A non-recursive
+ table can be obtained with some_backend_fsm::stt.</para>
+ </listitem>
+ <listitem>
+ <para><code>recursive_get_transition_table&lt;fsm></code>: recursively
+ extends the transition table of the state machine fsm with tables
+ from the submachines.</para>
+ </listitem>
+ </itemizedlist></para>
+ </refsect1>
+ <refsect1>
+ <title>msm/back/tools.hpp </title>
+ <para> This header contains a few metaprogramming tools to get some information out
+ of a state machine.</para>
+ <refsect2>
+ <title>fill_state_names </title>
+ <refsect3>
+ <title>attributes </title>
+ <para> fill_state_names has for attribute:<itemizedlist>
+ <listitem>
+ <para><code>char const** m_names</code>: an already allocated
+ array of const char* where the typeid-generated names of a
+ state machine states will be witten.</para>
+ </listitem>
+ </itemizedlist></para>
+ </refsect3>
+ <refsect3>
+ <title>constructor </title>
+ <constructorsynopsis>
+ <methodparam>
+ <funcparams>char const** names_to_fill</funcparams>
+ </methodparam>
+ </constructorsynopsis>
+ </refsect3>
+ <refsect3>
+ <title>usage</title>
+ <para> 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:</para>
+ <programlisting>typedef some_fsm::stt Stt;
+typedef msm::back::generate_state_set&lt;Stt>::type all_states; //states
+static char const* state_names[mpl::size&lt;all_states>::value];
+// array to fill with names
+// fill the names of the states defined in the state machine
+mpl::for_each&lt;all_states,boost::msm::wrap&lt;mpl::placeholders::_1> >
+ (msm::back::fill_state_names&lt;Stt>(state_names));
+// display all active states
+for (unsigned int i=0;i&lt;some_fsm::nr_regions::value;++i)
+{
+ std::cout &lt;&lt; " -> "
+ &lt;&lt; state_names[my_fsm_instance.current_state()[i]]
+ &lt;&lt; std::endl;
+}</programlisting>
+ </refsect3>
+ </refsect2>
+ <refsect2>
+ <title>get_state_name </title>
+ <refsect3>
+ <title> attributes </title>
+ <para>get_state_name has for attributes:<itemizedlist>
+ <listitem>
+ <para>std::string&amp; m_name: the return value of the
+ iteration</para>
+ </listitem>
+ <listitem>
+ <para>int m_state_id: the searched state's id</para>
+ </listitem>
+ </itemizedlist></para>
+ </refsect3>
+ <refsect3>
+ <title>constructor</title>
+ <para>The constructor takes as argument a reference to the string to fill
+ with the state name and the id which must be searched.</para>
+ <constructorsynopsis>
+ <methodparam>
+ <funcparams>string&amp; name_to_fill,int state_id</funcparams>
+ </methodparam>
+ </constructorsynopsis>
+ </refsect3>
+ <refsect3>
+ <title> usage</title>
+ <para>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.</para>
+ </refsect3>
+ </refsect2>
+ <refsect2>
+ <title>display_type </title>
+ <refsect3>
+ <title> attributes </title>
+ <para>none</para>
+ </refsect3>
+ <refsect3>
+ <title> usage</title>
+ <para>Reusing the state list from the previous example, we can output all
+ state names:</para>
+ <para><code>mpl::for_each&lt;all_states,boost::msm::wrap&lt;mpl::placeholders::_1>
+ >(msm::back::display_type ());</code></para>
+ </refsect3>
+ </refsect2>
+ </refsect1>
+ </refentry>
+ <refentry>
+ <refnamediv>
+ <refname>Front-end</refname>
+ <refpurpose>The front-end headers</refpurpose>
+ </refnamediv>
+ <refsect1>
+ <title>msm/front/common_states.hpp</title>
+ <para>This header contains the predefined types to serve as base for states or state machines:<itemizedlist>
+ <listitem>
+ <para>default_base_state: non-polymorphic empty type.</para>
+ </listitem>
+ <listitem>
+ <para>polymorphic_state: type with a virtual destructor, which makes all
+ states polymorphic.</para>
+ </listitem>
+ </itemizedlist></para>
+ </refsect1>
+ <refsect1>
+ <title>msm/front/completion_event.hpp</title>
+ <para>This header contains one type, <code>none</code>. This type has several
+ meanings inside a transition table:<itemizedlist>
+ <listitem>
+ <para>as action or guard: that there is no action or guard</para>
+ </listitem>
+ <listitem>
+ <para>as target state: that the transition is an internal
+ transition</para>
+ </listitem>
+ <listitem>
+ <para>as event: the transition is an anonymous (completion)
+ transition</para>
+ </listitem>
+ </itemizedlist></para>
+ </refsect1>
+ <refsect1>
+ <title>msm/front/functor_row.hpp</title>
+ <para>This header implements the functor front-end's transitions and helpers.</para>
+ <refsect2>
+ <title>Row</title>
+ <refsect3>
+ <title>definition</title>
+ <classsynopsis>
+ <ooclass>
+ <classname>template &lt;class Source,class Event,class Target,class
+ Action,class Guard> Row</classname>
+ </ooclass>
+ </classsynopsis>
+ </refsect3>
+ <refsect3>
+ <title>tags</title>
+ <para>row_type_tag is defined differently for every specialization:<itemizedlist>
+ <listitem>
+ <para>all 5 template parameters means a normal transition with
+ action and guard: <code>typedef row_tag
+ row_type_tag;</code></para>
+ </listitem>
+ <listitem>
+ <para>Row&lt;Source,Event,Target,none,none> a normal transition
+ without action or guard: <code>typedef _row_tag
+ row_type_tag;</code></para>
+ </listitem>
+ <listitem>
+ <para>Row&lt;Source,Event,Target,Action,none> a normal
+ transition without guard: <code>typedef a_row_tag
+ row_type_tag;</code></para>
+ </listitem>
+ <listitem>
+ <para>Row&lt;Source,Event,Target,none,Guard> a normal transition
+ without action: <code>typedef g_row_tag
+ row_type_tag;</code></para>
+ </listitem>
+ <listitem>
+ <para>Row&lt;Source,Event,none,Action,none> an internal
+ transition without guard: <code>typedef a_irow_tag
+ row_type_tag;</code></para>
+ </listitem>
+ <listitem>
+ <para>Row&lt;Source,Event,none,none,Guard> an internal
+ transition without action: <code>typedef g_irow_tag
+ row_type_tag;</code></para>
+ </listitem>
+ <listitem>
+ <para>Row&lt;Source,Event,none,none,Guard> an internal
+ transition with action and guard: <code>typedef irow_tag
+ row_type_tag;</code></para>
+ </listitem>
+ <listitem>
+ <para>Row&lt;Source,Event,none,none,none> an internal transition
+ without action or guard: <code>typedef _irow_tag
+ row_type_tag;</code></para>
+ </listitem>
+ </itemizedlist></para>
+ </refsect3>
+ <refsect3>
+ <title>methods</title>
+ <para>Like any other front-end, Row implements the two necessary static
+ functions for action and guard call. Each function receives as parameter
+ the (deepest-level) state machine processsing the event, the event
+ itself, the source and target states and all the states contained in a
+ state machine.</para>
+ <funcsynopsis>
+ <funcprototype>
+ <funcdef>template &lt;class Fsm,class SourceState,class TargetState,
+ class AllStates> static void action_call</funcdef>
+ <paramdef>
+ <funcparams>Fsm&amp; fsm,Event const&amp;
+ evt,SourceState&amp;,TargetState,AllStates&amp;</funcparams>
+ </paramdef>
+ </funcprototype>
+ </funcsynopsis>
+ <funcsynopsis>
+ <funcprototype>
+ <funcdef>template &lt;class Fsm,class SourceState,class TargetState,
+ class AllStates> static bool guard_call</funcdef>
+ <paramdef>
+ <funcparams>Fsm&amp; fsm,Event const&amp;
+ evt,SourceState&amp;,TargetState,AllStates&amp;</funcparams>
+ </paramdef>
+ </funcprototype>
+ </funcsynopsis>
+ </refsect3>
+ </refsect2>
+ <refsect2>
+ <title>Internal</title>
+ <refsect3>
+ <title>definition</title>
+ <classsynopsis>
+ <ooclass>
+ <classname>template &lt;class Event,class Action,class Guard>
+ Internal</classname>
+ </ooclass>
+ </classsynopsis>
+ </refsect3>
+ <refsect3>
+ <title>tags</title>
+ <para>row_type_tag is defined differently for every specialization:<itemizedlist>
+ <listitem>
+ <para>all 3 template parameters means an internal transition
+ with action and guard: <code>typedef sm_i_row_tag
+ row_type_tag;</code></para>
+ </listitem>
+ <listitem>
+ <para>Internal&lt;Event,none,none> an internal transition
+ without action or guard: <code>typedef sm__i_row_tag
+ row_type_tag;</code></para>
+ </listitem>
+ <listitem>
+ <para>Internal&lt;Event,Action,none> an internal transition
+ without guard: <code>typedef sm_a_i_row_tag
+ row_type_tag;</code></para>
+ </listitem>
+ <listitem>
+ <para>Internal&lt;Event,none,Guard> an internal transition
+ without action: <code>typedef sm_g_i_row_tag
+ row_type_tag;</code></para>
+ </listitem>
+ </itemizedlist></para>
+ </refsect3>
+ <refsect3>
+ <title>methods</title>
+ <para>Like any other front-end, Internal implements the two necessary static
+ functions for action and guard call. Each function receives as parameter
+ the (deepest-level) state machine processsing the event, the event
+ itself, the source and target states and all the states contained in a
+ state machine.</para>
+ <funcsynopsis>
+ <funcprototype>
+ <funcdef>template &lt;class Fsm,class SourceState,class TargetState,
+ class AllStates> static void action_call</funcdef>
+ <paramdef>
+ <funcparams>Fsm&amp; fsm,Event const&amp;
+ evt,SourceState&amp;,TargetState,AllStates&amp;</funcparams>
+ </paramdef>
+ </funcprototype>
+ </funcsynopsis>
+ <funcsynopsis>
+ <funcprototype>
+ <funcdef>template &lt;class Fsm,class SourceState,class TargetState,
+ class AllStates> static bool guard_call</funcdef>
+ <paramdef>
+ <funcparams>Fsm&amp; fsm,Event const&amp;
+ evt,SourceState&amp;,TargetState,AllStates&amp;</funcparams>
+ </paramdef>
+ </funcprototype>
+ </funcsynopsis>
+ </refsect3>
+ </refsect2>
+ <refsect2>
+ <title>ActionSequence_</title>
+ <para>This functor calls every element of the template Sequence (which are also
+ callable functors) in turn. It is also the underlying implementation of the
+ eUML sequence grammar (action1,action2,...).</para>
+ <refsect3>
+ <title>definition</title>
+ <classsynopsis>
+ <ooclass>
+ <classname>template &lt;class Sequence> ActionSequence_</classname>
+ </ooclass>
+ </classsynopsis>
+ </refsect3>
+ <refsect3>
+ <title>methods</title>
+ <para>This helper functor is made for use in a transition table and in a
+ state behavior and therefore implements an operator() with 3 and with 4
+ arguments:</para>
+ <para>
+ <funcsynopsis>
+ <funcprototype>
+ <funcdef>template &lt;class Evt,class Fsm,class
+ SourceState,class TargetState> operator()</funcdef>
+ <paramdef>Evt const&amp; ,Fsm&amp; ,SourceState&amp;
+ ,TargetState&amp; </paramdef>
+ </funcprototype>
+ </funcsynopsis>
+ </para>
+ <para>
+ <funcsynopsis>
+ <funcprototype>
+ <funcdef>template &lt;class Evt,class Fsm,class State>
+ operator()</funcdef>
+ <paramdef>Evt const&amp;, Fsm&amp;, State&amp;</paramdef>
+ </funcprototype>
+ </funcsynopsis>
+ </para>
+ </refsect3>
+ </refsect2>
+ <refsect2>
+ <title>Defer</title>
+ <refsect3>
+ <title>definition</title>
+ <classsynopsis>
+ <ooclass>
+ <classname>Defer</classname>
+ </ooclass>
+ </classsynopsis>
+ </refsect3>
+ <refsect3>
+ <title>methods</title>
+ <para>This helper functor is made for use in a transition table and
+ therefore implements an operator() with 4 arguments:</para>
+ <funcsynopsis>
+ <funcprototype>
+ <funcdef>template &lt;class Evt,class Fsm,class SourceState,class
+ TargetState> operator()</funcdef>
+ <paramdef>Evt const&amp;, Fsm&amp; , SourceState&amp;,
+ TargetState&amp;</paramdef>
+ </funcprototype>
+ </funcsynopsis>
+ </refsect3>
+ </refsect2>
+ </refsect1>
+ <refsect1>
+ <title>msm/front/internal_row.hpp</title>
+ <para>This header implements the internal transition rows for use inside an
+ internal_transition_table. All these row types have no source or target state,
+ as the backend will recognize internal transitions from this
+ internal_transition_table.</para>
+ <refsect2>
+ <title>methods</title>
+ <para>Like any other front-end, the following transition row types implements
+ the two necessary static functions for action and guard call. Each function
+ receives as parameter the (deepest-level) state machine processsing the
+ event, the event itself, the source and target states and all the states
+ contained in a state machine.</para>
+ <funcsynopsis>
+ <funcprototype>
+ <funcdef>template &lt;class Fsm,class SourceState,class TargetState,
+ class AllStates> static void action_call</funcdef>
+ <paramdef>
+ <funcparams>Fsm&amp; fsm,Event const&amp;
+ evt,SourceState&amp;,TargetState,AllStates&amp;</funcparams>
+ </paramdef>
+ </funcprototype>
+ </funcsynopsis>
+ <funcsynopsis>
+ <funcprototype>
+ <funcdef>template &lt;class Fsm,class SourceState,class TargetState,
+ class AllStates> static bool guard_call</funcdef>
+ <paramdef>
+ <funcparams>Fsm&amp; fsm,Event const&amp;
+ evt,SourceState&amp;,TargetState,AllStates&amp;</funcparams>
+ </paramdef>
+ </funcprototype>
+ </funcsynopsis>
+ </refsect2>
+ <refsect2>
+ <title>a_internal</title>
+ <refsect3>
+ <title>definition</title>
+ <para>This is an internal transition with an action called during the
+ transition.</para>
+ <classsynopsis>
+ <ooclass>
+ <classname>template&lt; class Event, class CalledForAction, void
+ (CalledForAction::*action)(Event const&amp;)>
+ a_internal</classname>
+ </ooclass>
+ </classsynopsis>
+ </refsect3>
+ <refsect3>
+ <title>template parameters</title>
+ <para>
+ <itemizedlist>
+ <listitem>
+ <para>Event: the event triggering the internal
+ transition.</para>
+ </listitem>
+ <listitem>
+ <para>CalledForAction: the type on which the action method will
+ be called. It can be either a state of the containing state
+ machine or the state machine itself.</para>
+ </listitem>
+ <listitem>
+ <para>action: a pointer to the method which CalledForAction
+ provides.</para>
+ </listitem>
+ </itemizedlist>
+ </para>
+ </refsect3>
+ </refsect2>
+ <refsect2>
+ <title>g_internal</title>
+ <para>This is an internal transition with a guard called before the transition
+ and allowing the transition if returning true.</para>
+ <refsect3>
+ <title>definition</title>
+ <classsynopsis>
+ <ooclass>
+ <classname>template&lt; class Event, class CalledForGuard, bool
+ (CalledForGuard::*guard)(Event const&amp;)>
+ g_internal</classname>
+ </ooclass>
+ </classsynopsis>
+ </refsect3>
+ <refsect3>
+ <title>template parameters</title>
+ <para>
+ <itemizedlist>
+ <listitem>
+ <para>Event: the event triggering the internal
+ transition.</para>
+ </listitem>
+ <listitem>
+ <para>CalledForGuard: the type on which the guard method will be
+ called. It can be either a state of the containing state
+ machine or the state machine itself.</para>
+ </listitem>
+ <listitem>
+ <para>guard: a pointer to the method which CalledForGuard
+ provides.</para>
+ </listitem>
+ </itemizedlist>
+ </para>
+ </refsect3>
+ </refsect2>
+ <refsect2>
+ <title>internal</title>
+ <para>This is an internal transition with a guard called before the transition
+ and allowing the transition if returning true. It also calls an action
+ called during the transition.</para>
+ <refsect3>
+ <title>definition</title>
+ <classsynopsis>
+ <ooclass>
+ <classname>template&lt; class Event, class CalledForAction, void
+ (CalledForAction::*action)(Event const&amp;), class
+ CalledForGuard, bool (CalledForGuard::*guard)(Event const&amp;)>
+ internal</classname>
+ </ooclass>
+ </classsynopsis>
+ </refsect3>
+ <refsect3>
+ <title>template parameters</title>
+ <para>
+ <itemizedlist>
+ <listitem>
+ <para>Event: the event triggering the internal transition</para>
+ </listitem>
+ <listitem>
+ <para>CalledForAction: the type on which the action method will
+ be called. It can be either a state of the containing state
+ machine or the state machine itself.</para>
+ </listitem>
+ <listitem>
+ <para>action: a pointer to the method which CalledForAction
+ provides.</para>
+ </listitem>
+ <listitem>
+ <para>CalledForGuard: the type on which the guard method will be
+ called. It can be either a state of the containing state
+ machine or the state machine itself.</para>
+ </listitem>
+ <listitem>
+ <para>guard: a pointer to the method which CalledForGuard
+ provides.</para>
+ </listitem>
+ </itemizedlist>
+ </para>
+ </refsect3>
+ </refsect2>
+ <refsect2>
+ <title>_internal</title>
+ <para>This is an internal transition without action or guard. This is equivalent
+ to an explicit "ignore event".</para>
+ <refsect3>
+ <title>definition</title>
+ <classsynopsis>
+ <ooclass>
+ <classname>template&lt; class Event > _internal</classname>
+ </ooclass>
+ </classsynopsis>
+ </refsect3>
+ <refsect3>
+ <title>template parameters</title>
+ <para>
+ <itemizedlist>
+ <listitem>
+ <para>Event: the event triggering the internal
+ transition.</para>
+ </listitem>
+ </itemizedlist>
+ </para>
+ </refsect3>
+ </refsect2>
+ </refsect1>
+ <refsect1>
+ <title>msm/front/row2.hpp</title>
+ <para>This header contains the variants of row2, which are an extension of the
+ standard row transitions for use in the transition table. They offer the
+ possibility to define action and guard not only in the state machine, but in any
+ state of the state machine. They can also be used in internal transition tables
+ through their irow2 variants.</para>
+ <refsect2>
+ <title>methods</title>
+ <para>Like any other front-end, the following transition row types implements
+ the two necessary static functions for action and guard call. Each function
+ receives as parameter the (deepest-level) state machine processsing the
+ event, the event itself, the source and target states and all the states
+ contained in a state machine.</para>
+ <funcsynopsis>
+ <funcprototype>
+ <funcdef>template &lt;class Fsm,class SourceState,class TargetState,
+ class AllStates> static void action_call</funcdef>
+ <paramdef>
+ <funcparams>Fsm&amp; fsm,Event const&amp;
+ evt,SourceState&amp;,TargetState,AllStates&amp;</funcparams>
+ </paramdef>
+ </funcprototype>
+ </funcsynopsis>
+ <funcsynopsis>
+ <funcprototype>
+ <funcdef>template &lt;class Fsm,class SourceState,class TargetState,
+ class AllStates> static bool guard_call</funcdef>
+ <paramdef>
+ <funcparams>Fsm&amp; fsm,Event const&amp;
+ evt,SourceState&amp;,TargetState,AllStates&amp;</funcparams>
+ </paramdef>
+ </funcprototype>
+ </funcsynopsis>
+ </refsect2>
+ <refsect2>
+ <title>_row2</title>
+ <para>This is a transition without action or guard. The state machine only
+ changes active state.</para>
+ <refsect3>
+ <title>definition</title>
+ <classsynopsis>
+ <ooclass>
+ <classname>template&lt; class Source, class Event, class Target >
+ _row2</classname>
+ </ooclass>
+ </classsynopsis>
+ </refsect3>
+ <refsect3>
+ <title>template parameters</title>
+ <para>
+ <itemizedlist>
+ <listitem>
+ <para>Event: the event triggering the transition.</para>
+ </listitem>
+ <listitem>
+ <para>Source: the source state of the transition.</para>
+ </listitem>
+ <listitem>
+ <para>Target: the target state of the transition.</para>
+ </listitem>
+ </itemizedlist>
+ </para>
+ </refsect3>
+ </refsect2>
+ <refsect2>
+ <title>a_row2</title>
+ <para>This is a transition with action and without guard.</para>
+ <refsect3>
+ <title>definition</title>
+ <classsynopsis>
+ <ooclass>
+ <classname>template&lt; class Source, class Event, class Target,
+ </classname>
+ </ooclass>
+ </classsynopsis>
+ <classsynopsis>
+ <ooclass>
+ <classname>class CalledForAction, void
+ (CalledForAction::*action)(Event const&amp;) > _row2</classname>
+ </ooclass>
+ </classsynopsis>
+ </refsect3>
+ <refsect3>
+ <title>template parameters</title>
+ <para>
+ <itemizedlist>
+ <listitem>
+ <para>Event: the event triggering the transition.</para>
+ </listitem>
+ <listitem>
+ <para>Source: the source state of the transition.</para>
+ </listitem>
+ <listitem>
+ <para>Target: the target state of the transition.</para>
+ </listitem>
+ <listitem>
+ <para>CalledForAction: the type on which the action method will
+ be called. It can be either a state of the containing state
+ machine or the state machine itself.</para>
+ </listitem>
+ <listitem>
+ <para>action: a pointer to the method which CalledForAction
+ provides.</para>
+ </listitem>
+ </itemizedlist>
+ </para>
+ </refsect3>
+ </refsect2>
+ <refsect2>
+ <title>g_row2</title>
+ <para>This is a transition with guard and without action.</para>
+ <refsect3>
+ <title>definition</title>
+ <classsynopsis>
+ <ooclass>
+ <classname>template&lt; class Source, class Event, class Target,
+ </classname>
+ </ooclass>
+ </classsynopsis>
+ <classsynopsis>
+ <ooclass>
+ <classname>class CalledForGuard, bool (CalledForGuard::*guard)(Event
+ const&amp;) > _row2</classname>
+ </ooclass>
+ </classsynopsis>
+ </refsect3>
+ <refsect3>
+ <title>template parameters</title>
+ <para>
+ <itemizedlist>
+ <listitem>
+ <para>Event: the event triggering the transition.</para>
+ </listitem>
+ <listitem>
+ <para>Source: the source state of the transition.</para>
+ </listitem>
+ <listitem>
+ <para>Target: the target state of the transition.</para>
+ </listitem>
+ <listitem>
+ <para>CalledForGuard: the type on which the guard method will be
+ called. It can be either a state of the containing state
+ machine or the state machine itself.</para>
+ </listitem>
+ <listitem>
+ <para>guard: a pointer to the method which CalledForGuard
+ provides.</para>
+ </listitem>
+ </itemizedlist>
+ </para>
+ </refsect3>
+ </refsect2>
+ <refsect2>
+ <title>row2</title>
+ <para>This is a transition with guard and action.</para>
+ <refsect3>
+ <title>definition</title>
+ <classsynopsis>
+ <ooclass>
+ <classname>template&lt; class Source, class Event, class Target,
+ </classname>
+ </ooclass>
+ </classsynopsis>
+ <classsynopsis>
+ <ooclass>
+ <classname>class CalledForAction, void
+ (CalledForAction::*action)(Event const&amp;), </classname>
+ </ooclass>
+ </classsynopsis>
+ <classsynopsis>
+ <ooclass>
+ <classname>class CalledForGuard, bool (CalledForGuard::*guard)(Event
+ const&amp;) > _row2</classname>
+ </ooclass>
+ </classsynopsis>
+ </refsect3>
+ <refsect3>
+ <title>template parameters</title>
+ <para>
+ <itemizedlist>
+ <listitem>
+ <para>Event: the event triggering the transition.</para>
+ </listitem>
+ <listitem>
+ <para>Source: the source state of the transition.</para>
+ </listitem>
+ <listitem>
+ <para>Target: the target state of the transition.</para>
+ </listitem>
+ <listitem>
+ <para>CalledForAction: the type on which the action method will
+ be called. It can be either a state of the containing state
+ machine or the state machine itself.</para>
+ </listitem>
+ <listitem>
+ <para>action: a pointer to the method which CalledForAction
+ provides.</para>
+ </listitem>
+ <listitem>
+ <para>CalledForGuard: the type on which the guard method will be
+ called. It can be either a state of the containing state
+ machine or the state machine itself.</para>
+ </listitem>
+ <listitem>
+ <para>guard: a pointer to the method which CalledForGuard
+ provides.</para>
+ </listitem>
+ </itemizedlist>
+ </para>
+ </refsect3>
+ </refsect2>
+ <refsect2>
+ <title>a_irow2</title>
+ <para>This is an internal transition for use inside a transition table, with
+ action and without guard.</para>
+ <refsect3>
+ <title>definition</title>
+ <classsynopsis>
+ <ooclass>
+ <classname>template&lt; class Source, class Event, </classname>
+ </ooclass>
+ </classsynopsis>
+ <classsynopsis>
+ <ooclass>
+ <classname>class CalledForAction, void
+ (CalledForAction::*action)(Event const&amp;) > _row2</classname>
+ </ooclass>
+ </classsynopsis>
+ </refsect3>
+ <refsect3>
+ <title>template parameters</title>
+ <para>
+ <itemizedlist>
+ <listitem>
+ <para>Event: the event triggering the transition.</para>
+ </listitem>
+ <listitem>
+ <para>Source: the source state of the transition.</para>
+ </listitem>
+ <listitem>
+ <para>CalledForAction: the type on which the action method will
+ be called. It can be either a state of the containing state
+ machine or the state machine itself.</para>
+ </listitem>
+ <listitem>
+ <para>action: a pointer to the method which CalledForAction
+ provides.</para>
+ </listitem>
+ </itemizedlist>
+ </para>
+ </refsect3>
+ </refsect2>
+ <refsect2>
+ <title>g_irow2</title>
+ <para>This is an internal transition for use inside a transition table, with
+ guard and without action.</para>
+ <refsect3>
+ <title>definition</title>
+ <classsynopsis>
+ <ooclass>
+ <classname>template&lt; class Source, class Event, </classname>
+ </ooclass>
+ </classsynopsis>
+ <classsynopsis>
+ <ooclass>
+ <classname>class CalledForGuard, bool (CalledForGuard::*guard)(Event
+ const&amp;) > _row2</classname>
+ </ooclass>
+ </classsynopsis>
+ </refsect3>
+ <refsect3>
+ <title>template parameters</title>
+ <para>
+ <itemizedlist>
+ <listitem>
+ <para>Event: the event triggering the transition.</para>
+ </listitem>
+ <listitem>
+ <para>Source: the source state of the transition.</para>
+ </listitem>
+ <listitem>
+ <para>CalledForGuard: the type on which the guard method will be
+ called. It can be either a state of the containing state
+ machine or the state machine itself.</para>
+ </listitem>
+ <listitem>
+ <para>guard: a pointer to the method which CalledForGuard
+ provides.</para>
+ </listitem>
+ </itemizedlist>
+ </para>
+ </refsect3>
+ </refsect2>
+ <refsect2>
+ <title>irow2</title>
+ <para>This is an internal transition for use inside a transition table, with
+ guard and action.</para>
+ <refsect3>
+ <title>definition</title>
+ <classsynopsis>
+ <ooclass>
+ <classname>template&lt; class Source, class Event, </classname>
+ </ooclass>
+ </classsynopsis>
+ <classsynopsis>
+ <ooclass>
+ <classname>class CalledForAction, void
+ (CalledForAction::*action)(Event const&amp;), </classname>
+ </ooclass>
+ </classsynopsis>
+ <classsynopsis>
+ <ooclass>
+ <classname>class CalledForGuard, bool (CalledForGuard::*guard)(Event
+ const&amp;) > _row2</classname>
+ </ooclass>
+ </classsynopsis>
+ </refsect3>
+ <refsect3>
+ <title>template parameters</title>
+ <para>
+ <itemizedlist>
+ <listitem>
+ <para>Event: the event triggering the transition.</para>
+ </listitem>
+ <listitem>
+ <para>Source: the source state of the transition.</para>
+ </listitem>
+ <listitem>
+ <para>CalledForAction: the type on which the action method will
+ be called. It can be either a state of the containing state
+ machine or the state machine itself.</para>
+ </listitem>
+ <listitem>
+ <para>action: a pointer to the method which CalledForAction
+ provides.</para>
+ </listitem>
+ <listitem>
+ <para>CalledForGuard: the type on which the guard method will be
+ called. It can be either a state of the containing state
+ machine or the state machine itself.</para>
+ </listitem>
+ <listitem>
+ <para>guard: a pointer to the method which CalledForGuard
+ provides.</para>
+ </listitem>
+ </itemizedlist>
+ </para>
+ </refsect3>
+ </refsect2>
+ </refsect1>
+ <refsect1>
+ <title>msm/front/state_machine_def.hpp</title>
+ <para>This header provides the implementation of the <command
+ xlink:href="#basic-front-end">basic front-end</command>. It contains one
+ type, <code>state_machine_def</code></para>
+ <refsect2>
+ <title>state_machine_def definition</title>
+ <para>This type is the basic class for a basic (or possibly any other)
+ front-end. It provides the standard row types (which includes internal
+ transitions) and a default implementation of the required methods and
+ typedefs.</para>
+ <classsynopsis>
+ <ooclass>
+ <classname>template &lt;class Derived,class BaseState =
+ default_base_state> state_machine_def</classname>
+ </ooclass>
+ </classsynopsis>
+ <refsect3>
+ <title>typedefs</title>
+ <para>
+ <itemizedlist>
+ <listitem>
+ <para>flag_list: by default, no flag is set in the state
+ machine</para>
+ </listitem>
+ <listitem>
+ <para>deferred_events: by default, no event is deferred.</para>
+ </listitem>
+ <listitem>
+ <para>configuration: by default, no configuration customization
+ is done.</para>
+ </listitem>
+ </itemizedlist>
+ </para>
+ </refsect3>
+ <refsect3>
+ <title>row methods</title>
+ <para>Like any other front-end, the following transition row types
+ implements the two necessary static functions for action and guard call.
+ Each function receives as parameter the (deepest-level) state machine
+ processsing the event, the event itself, the source and target states
+ and all the states contained in a state machine (ignored).</para>
+ <funcsynopsis>
+ <funcprototype>
+ <funcdef>template &lt;class Fsm,class SourceState,class TargetState,
+ class AllStates> static void action_call</funcdef>
+ <paramdef>
+ <funcparams>Fsm&amp; fsm,Event const&amp;
+ evt,SourceState&amp;,TargetState,AllStates&amp;</funcparams>
+ </paramdef>
+ </funcprototype>
+ </funcsynopsis>
+ <funcsynopsis>
+ <funcprototype>
+ <funcdef>template &lt;class Fsm,class SourceState,class TargetState,
+ class AllStates> static bool guard_call</funcdef>
+ <paramdef>
+ <funcparams>Fsm&amp; fsm,Event const&amp;
+ evt,SourceState&amp;,TargetState,AllStates&amp;</funcparams>
+ </paramdef>
+ </funcprototype>
+ </funcsynopsis>
+ </refsect3>
+ <refsect3>
+ <title>a_row</title>
+ <para>This is a transition with action and without guard.</para>
+ <para><ooclass>
+ <classname>template&lt; class Source, class Event, class Target,
+ void (Derived::*action)(Event const&amp;) > a_row</classname>
+ </ooclass><itemizedlist>
+ <listitem>
+ <para>Event: the event triggering the transition.</para>
+ </listitem>
+ <listitem>
+ <para>Source: the source state of the transition.</para>
+ </listitem>
+ <listitem>
+ <para>Target: the target state of the transition.</para>
+ </listitem>
+ <listitem>
+ <para>action: a pointer to the method provided by the concrete
+ front-end (represented by <code>Derived</code>).</para>
+ </listitem>
+ </itemizedlist></para>
+ </refsect3>
+ <refsect3>
+ <title>g_row</title>
+ <para>This is a transition with guard and without action.</para>
+ <para><ooclass>
+ <classname>template&lt; class Source, class Event, class Target,
+ bool (Derived::*guard)(Event const&amp;) > g_row</classname>
+ </ooclass><itemizedlist>
+ <listitem>
+ <para>Event: the event triggering the transition.</para>
+ </listitem>
+ <listitem>
+ <para>Source: the source state of the transition.</para>
+ </listitem>
+ <listitem>
+ <para>Target: the target state of the transition.</para>
+ </listitem>
+ <listitem>
+ <para>guard: a pointer to the method provided by the concrete
+ front-end (represented by <code>Derived</code>).</para>
+ </listitem>
+ </itemizedlist></para>
+ </refsect3>
+ <refsect3>
+ <title>row</title>
+ <para>This is a transition with guard and action.</para>
+ <para><ooclass>
+ <classname>template&lt; class Source, class Event, class Target,
+ void (Derived::*action)(Event const&amp;), bool
+ (Derived::*guard)(Event const&amp;) > row</classname>
+ </ooclass><itemizedlist>
+ <listitem>
+ <para>Event: the event triggering the transition.</para>
+ </listitem>
+ <listitem>
+ <para>Source: the source state of the transition.</para>
+ </listitem>
+ <listitem>
+ <para>Target: the target state of the transition.</para>
+ </listitem>
+ <listitem>
+ <para>action: a pointer to the method provided by the concrete
+ front-end (represented by <code>Derived</code>).</para>
+ </listitem>
+ <listitem>
+ <para>guard: a pointer to the method provided by the concrete
+ front-end (represented by <code>Derived</code>).</para>
+ </listitem>
+ </itemizedlist></para>
+ </refsect3>
+ <refsect3>
+ <title>_row</title>
+ <para>This is a transition without action or guard. The state machine only
+ changes active state.</para>
+ <para><ooclass>
+ <classname>template&lt; class Source, class Event, class Target >
+ _row</classname>
+ </ooclass><itemizedlist>
+ <listitem>
+ <para>Event: the event triggering the transition.</para>
+ </listitem>
+ <listitem>
+ <para>Source: the source state of the transition.</para>
+ </listitem>
+ <listitem>
+ <para>Target: the target state of the transition.</para>
+ </listitem>
+ </itemizedlist></para>
+ </refsect3>
+ <refsect3>
+ <title>a_irow</title>
+ <para>This is an internal transition for use inside a transition table, with
+ action and without guard.</para>
+ <para><ooclass>
+ <classname>template&lt; class Source, class Event, void
+ (Derived::*action)(Event const&amp;) > a_irow</classname>
+ </ooclass><itemizedlist>
+ <listitem>
+ <para>Event: the event triggering the transition.</para>
+ </listitem>
+ <listitem>
+ <para>Source: the source state of the transition.</para>
+ </listitem>
+ <listitem>
+ <para>action: a pointer to the method provided by the concrete
+ front-end (represented by <code>Derived</code>).</para>
+ </listitem>
+ </itemizedlist></para>
+ </refsect3>
+ <refsect3>
+ <title>g_irow</title>
+ <para>This is an internal transition for use inside a transition table, with
+ guard and without action.</para>
+ <para><ooclass>
+ <classname>template&lt; class Source, class Event, bool
+ (Derived::*guard)(Event const&amp;) > g_irow</classname>
+ </ooclass><itemizedlist>
+ <listitem>
+ <para>Event: the event triggering the transition.</para>
+ </listitem>
+ <listitem>
+ <para>Source: the source state of the transition.</para>
+ </listitem>
+ <listitem>
+ <para>guard: a pointer to the method provided by the concrete
+ front-end (represented by <code>Derived</code>).</para>
+ </listitem>
+ </itemizedlist></para>
+ </refsect3>
+ <refsect3>
+ <title>irow</title>
+ <para>This is an internal transition for use inside a transition table, with
+ guard and action.</para>
+ <para><ooclass>
+ <classname>template&lt; class Source, class Event, void
+ (Derived::*action)(Event const&amp;), bool
+ (Derived::*guard)(Event const&amp;) > irow</classname>
+ </ooclass><itemizedlist>
+ <listitem>
+ <para>Event: the event triggering the transition.</para>
+ </listitem>
+ <listitem>
+ <para>Source: the source state of the transition.</para>
+ </listitem>
+ <listitem>
+ <para>action: a pointer to the method provided by the concrete
+ front-end (represented by <code>Derived</code>).</para>
+ </listitem>
+ <listitem>
+ <para>guard: a pointer to the method provided by the concrete
+ front-end (represented by <code>Derived</code>).</para>
+ </listitem>
+ </itemizedlist></para>
+ </refsect3>
+ <refsect3>
+ <title>_irow</title>
+ <para>This is an internal transition without action or guard. As it does
+ nothing, it means "ignore event".</para>
+ <para><ooclass>
+ <classname>template&lt; class Source, class Event >
+ _irow</classname>
+ </ooclass><itemizedlist>
+ <listitem>
+ <para>Event: the event triggering the transition.</para>
+ </listitem>
+ <listitem>
+ <para>Source: the source state of the transition.</para>
+ </listitem>
+ </itemizedlist></para>
+ </refsect3>
+ <refsect3>
+ <title>methods</title>
+ <para><code>state_machine_def</code> provides a default implementation in
+ case of an event which cannot be processed by a state machine (no
+ transition found). The implementation is using a
+ <code>BOOST_ASSERT</code> so that the error will only be noticed in
+ debug mode. Overwrite this method in your implementation to change the
+ behavior.</para>
+ <para>
+ <funcsynopsis>
+ <funcprototype>
+ <funcdef>template &lt;class Fsm,class Event> static void
+ no_transition</funcdef>
+ <paramdef>
+ <funcparams>Event const&amp; ,Fsm&amp;, int
+ state</funcparams>
+ </paramdef>
+ </funcprototype>
+ </funcsynopsis>
+ </para>
+ <para><code>state_machine_def</code> provides a default implementation in
+ case an exception is thrown by a state (entry/exit) or transition
+ (action/guard) behavior. The implementation is using a
+ <code>BOOST_ASSERT</code> so that the error will only be noticed in
+ debug mode. Overwrite this method in your implementation to change the
+ behavior. This method will be called only if exception handling is not
+ deactivated (default) by defining
+ <code>has_no_message_queue</code>.</para>
+ <para>
+ <funcsynopsis>
+ <funcprototype>
+ <funcdef>template &lt;class Fsm,class Event> static void
+ exception_caught</funcdef>
+ <paramdef>
+ <funcparams>Event const&amp; ,Fsm&amp;,
+ std::exception&amp;</funcparams>
+ </paramdef>
+ </funcprototype>
+ </funcsynopsis>
+ </para>
+ </refsect3>
+ </refsect2>
+ </refsect1>
+ <refsect1>
+ <title>msm/front/states.hpp </title>
+ <para>This header provides the different states (except state machines) for the
+ basic front-end (or mixed with other front-ends).</para>
+ <refsect2>
+ <title>types</title>
+ <para>This header provides the following types:</para>
+ <refsect3>
+ <title>no_sm_ptr</title>
+ <para>deprecated: default policy for states. It means that states do not
+ need to save a pointer to their containing state machine.</para>
+ </refsect3>
+ <refsect3>
+ <title>sm_ptr</title>
+ <para>deprecated: state policy. It means that states need to save a pointer
+ to their containing state machine. When seeing this flag, the back-end
+ will call set_sm_ptr(fsm*) and give itself as argument.</para>
+ </refsect3>
+ <refsect3>
+ <title>state</title>
+ <para>Basic type for simple states. Inherit from this type to define a
+ simple state. The first argument is needed if you want your state (and
+ all others used in a concrete state machine) to inherit a basic type for
+ logging or providing a common behavior.</para>
+ <classsynopsis>
+ <ooclass>
+ <classname>template&lt;class Base = default_base_state,class
+ SMPtrPolicy = no_sm_ptr> state</classname>
+ </ooclass>
+ </classsynopsis>
+ </refsect3>
+ <refsect3>
+ <title>terminate_state</title>
+ <para>Basic type for terminate states. Inherit from this type to define a
+ terminate state. The first argument is needed if you want your state
+ (and all others used in a concrete state machine) to inherit a basic
+ type for logging or providing a common behavior.</para>
+ <classsynopsis>
+ <ooclass>
+ <classname>template&lt;class Base = default_base_state,class
+ SMPtrPolicy = no_sm_ptr> terminate_state</classname>
+ </ooclass>
+ </classsynopsis>
+ </refsect3>
+ <refsect3>
+ <title>interrupt_state</title>
+ <para>Basic type for interrupt states. Interrupt states prevent any further
+ event handling until EndInterruptEvent is sent. Inherit from this type
+ to define a terminate state. The first argument is the name of the event
+ ending the interrupt. The second argument is needed if you want your
+ state (and all others used in a concrete state machine) to inherit a
+ basic type for logging or providing a common behavior.</para>
+ <classsynopsis>
+ <ooclass>
+ <classname>template&lt;class EndInterruptEvent,class Base =
+ default_base_state,</classname>
+ </ooclass>
+ </classsynopsis>
+ <classsynopsis>
+ <ooclass>
+ <classname>class SMPtrPolicy = no_sm_ptr>
+ interrupt_state</classname>
+ </ooclass>
+ </classsynopsis>
+ </refsect3>
+ <refsect3>
+ <title>explicit_entry</title>
+ <para>Inherit from this type <emphasis role="underline">in
+ addition</emphasis> to the desired state type to enable this state
+ for direct entering. The template parameter gives the region id of the
+ state (regions are numbered in the order of the
+ <code>initial_state</code> typedef).</para>
+ <classsynopsis>
+ <ooclass>
+ <classname>template &lt;int ZoneIndex=-1> explicit_entry</classname>
+ </ooclass>
+ </classsynopsis>
+ </refsect3>
+ <refsect3>
+ <title>entry_pseudo_state</title>
+ <para>Basic type for entry pseudo states. Entry pseudo states are an
+ predefined entry into a submachine and connect two transitions. The
+ first argument is the id of the region entered by this state (regions
+ are numbered in the order of the <code>initial_state</code> typedef).
+ The second argument is needed if you want your state (and all others
+ used in a concrete state machine) to inherit a basic type for logging or
+ providing a common behavior.</para>
+ <classsynopsis>
+ <ooclass>
+ <classname>template&lt;int RegionIndex=-1,class Base =
+ default_base_state,</classname>
+ </ooclass>
+ </classsynopsis>
+ <classsynopsis>
+ <ooclass>
+ <classname>class SMPtrPolicy = no_sm_ptr>
+ entry_pseudo_state</classname>
+ </ooclass>
+ </classsynopsis>
+ </refsect3>
+ <refsect3>
+ <title>exit_pseudo_state</title>
+ <para>Basic type for exit pseudo states. Exit pseudo states are an
+ predefined exit from a submachine and connect two transitions. The first
+ argument is the name of the event which will be "thrown" out of the exit
+ point. This event does not need to be the same as the one sent by the
+ inner region but must be convertible from it. The second argument is
+ needed if you want your state (and all others used in a concrete state
+ machine) to inherit a basic type for logging or providing a common
+ behavior.</para>
+ <classsynopsis>
+ <ooclass>
+ <classname>template&lt;class Event,class Base =
+ default_base_state,</classname>
+ </ooclass>
+ </classsynopsis>
+ <classsynopsis>
+ <ooclass>
+ <classname>class SMPtrPolicy = no_sm_ptr>
+ exit_pseudo_state</classname>
+ </ooclass>
+ </classsynopsis>
+ </refsect3>
+ </refsect2>
+ </refsect1>
+ <refsect1>
+ <title>msm/front/euml/euml.hpp</title>
+ <para>This header includes all of eUML except the STL functors.</para>
+ </refsect1>
+ <refsect1>
+ <title>msm/front/euml/stl.hpp</title>
+ <para>This header includes all the functors for STL support in eUML. These <command
+ xlink:href="#eUML-STL-all">tables</command> show a full description.</para>
+ </refsect1>
+ <refsect1>
+ <title>msm/front/euml/algorithm.hpp</title>
+ <para>This header includes all the functors for STL algorithms support in eUML.
+ These <command xlink:href="#eUML-STL-all">tables</command> show a full
+ description.</para>
+ </refsect1>
+ <refsect1>
+ <title>msm/front/euml/iteration.hpp</title>
+ <para>This header includes iteration functors for STL support in eUML. This <command
+ xlink:href="#eUML-STL-iteration">tables</command> shows a full
+ description.</para>
+ </refsect1>
+ <refsect1>
+ <title>msm/front/euml/querying.hpp</title>
+ <para>This header includes querying functors for STL support in eUML. This <command
+ xlink:href="#eUML-STL-querying">tables</command> shows a full
+ description.</para>
+ </refsect1>
+ <refsect1>
+ <title>msm/front/euml/transformation.hpp</title>
+ <para>This header includes transformation functors for STL support in eUML. This
+ <command xlink:href="#eUML-STL-transformation">tables</command> shows a full
+ description.</para>
+ </refsect1>
+ <refsect1>
+ <title>msm/front/euml/container.hpp</title>
+ <para>This header includes container functors for STL support in eUML (functors
+ calling container methods). This <command xlink:href="#eUML-STL-container"
+ >tables</command> shows a full description. It also provides npos for
+ strings.</para>
+ <refsect2>
+ <title>Npos_&lt;container type></title>
+ <para>Functor returning npos for transition or state behaviors. Like all
+ constants, only the functor form exists, so parenthesis are necessary.
+ Example:</para>
+ <para><code>string_find_(event_(m_song),Char_&lt;'S'>(),Size_t_&lt;0>()) !=
+ Npos_&lt;string>() // compare result of string::find with
+ npos</code></para>
+ </refsect2>
+ </refsect1>
+ <refsect1>
+ <title>msm/front/euml/stt_grammar.hpp</title>
+ <para>This header provides the transition table grammars. This includes internal
+ transition tables.</para>
+ <refsect2>
+ <title>functions</title>
+ <refsect3>
+ <title>build_stt</title>
+ <para>The function build_stt evaluates the grammar-conform expression as
+ parameter. It returns a transition table, which is a mpl::vector of
+ transitions (rows) or, if the expression is ill-formed (does not match
+ the grammar), the type <code>invalid_type</code>, which will lead to a
+ compile-time static assertion when this transition table is passed to a
+ state machine. </para>
+ <funcsynopsis>
+ <funcprototype>
+ <funcdef>template&lt;class Expr> [mpl::vector&lt;...> /
+ msm::front::euml::invalid_type] build_stt</funcdef>
+ <paramdef>Expr const&amp; expr</paramdef>
+ </funcprototype>
+ </funcsynopsis>
+ </refsect3>
+ <refsect3>
+ <title>build_internal_stt</title>
+ <para>The function build_internal_stt evaluates the grammar-conform
+ expression as parameter. It returns a transition table, which is a
+ mpl::vector of transitions (rows) or, if the expression is ill-formed
+ (does not match the grammar), the type <code>invalid_type</code>, which
+ will lead to a compile-time static assertion when this transition table
+ is passed to a state machine. </para>
+ <funcsynopsis>
+ <funcprototype>
+ <funcdef>template&lt;class Expr> [mpl::vector&lt;...> /
+ msm::front::euml::invalid_type] build_internal_stt</funcdef>
+ <paramdef>Expr const&amp; expr</paramdef>
+ </funcprototype>
+ </funcsynopsis>
+ </refsect3>
+ </refsect2>
+ <refsect2>
+ <title>grammars</title>
+ <refsect3>
+ <title><command xml:id="reference-stt-grammar">transition
+ table</command></title>
+ <para>The transition table accepts the following grammar:</para>
+ <programlisting>Stt := Row | (Stt ',' Stt)
+Row := (Target '==' (SourcePlusEvent)) /* first syntax*/
+ | ( (SourcePlusEvent) '==' Target ) /* second syntax*/
+ | (SourcePlusEvent) /* internal transitions */
+SourcePlusEvent := (BuildSource '+' BuildEvent)/* standard transition*/
+ | (BuildSource) /* anonymous transition */
+BuildSource := state_tag | (state_tag '/' Action) | (state_tag '[' Guard ']')
+ | (state_tag '[' Guard ']' '/' Action)
+BuildEvent := event_tag | (event_tag '/' Action) | (event_tag '[' Guard ']')
+ | (event_tag '[' Guard ']' '/' Action)</programlisting>
+ <para>The grammars Action and Guard are defined in state_grammar.hpp and
+ guard_grammar.hpp respectively. state_tag and event_tag are inherited
+ from euml_state (or other state variants) and euml_event respectively.
+ For example, following declarations are possible:</para>
+ <programlisting>target == source + event [guard] / action,
+source + event [guard] / action == target,
+source + event [guard] / (action1,action2) == target,
+target == source + event [guard] / (action1,action2),
+target == source + event,
+source + event == target,
+target == source + event [guard],
+source + event [guard] == target,
+target == source + event / action,
+source + event /action == target,
+source / action == target, /*anonymous transition*/
+target == source / action, /*anonymous transition*/
+source + event /action, /* internal transition*/</programlisting>
+ </refsect3>
+ <refsect3>
+ <title>internal transition table</title>
+ <para>The internal transition table accepts the following grammar:</para>
+ <programlisting>IStt := BuildEvent | (IStt ',' IStt)</programlisting>
+ <para>BuildEvent being defined for both internal and standard transition
+ tables.</para>
+ </refsect3>
+ </refsect2>
+ </refsect1>
+ <refsect1>
+ <title>msm/front/euml/guard_grammar.hpp</title>
+ <para>This header contains the <code>Guard</code> grammar used in the previous
+ section. This grammar is long but pretty simple:</para>
+ <programlisting>Guard := action_tag | (Guard '&amp;&amp;' Guard)
+ | (Guard '||' Guard) | ... /* operators*/
+ | (if_then_else_(Guard,Guard,Guard)) | (function (Action,...Action))</programlisting>
+ <para>Most C++ operators are supported (address-of is not). With
+ <code>function</code> is meant any eUML predefined function or any self-made
+ (using <code>MSM_EUML_METHOD</code> or <code>MSM_EUML_FUNCTION</code>). Action
+ is a grammar defined in state_grammar.hpp.</para>
+ </refsect1>
+ <refsect1>
+ <title>msm/front/euml/state_grammar.hpp</title>
+ <para>This header provides the grammar for actions and the different grammars and
+ functions to build states using eUML.</para>
+ <refsect2>
+ <title>action grammar</title>
+ <para>Like the guard grammar, this grammar supports relevant C++ operators and
+ eUML functions:</para>
+ <programlisting>Action := action_tag | (Action '+' Action)
+ | ('--' Action) | ... /* operators*/
+ | if_then_else_(Guard,Action,Action) | if_then_(Action)
+ | while_(Guard,Action)
+ | do_while_(Guard,Action) | for_(Action,Guard,Action,Action)
+ | (function(Action,...Action))
+ActionSequence := Action | (Action ',' Action)</programlisting>
+ <para>Relevant operators are: ++ (post/pre), -- (post/pre), dereferencing, +
+ (unary/binary), - (unary/binary), *, /, %, &amp;(bitwise), | (bitwise),
+ ^(bitwise), +=, -=, *=, /=, %=, &lt;&lt;=, >>=, &lt;&lt;, >>, =, [].</para>
+ </refsect2>
+ <refsect2>
+ <title>attributes</title>
+ <para>This grammar is used to add attributes to states (or state machines) or
+ events: It evaluates to a fusion::map. You can use two forms:<itemizedlist>
+ <listitem>
+ <para><code>attributes_ &lt;&lt; no_attributes_</code></para>
+ </listitem>
+ <listitem>
+ <para><code>attributes_ &lt;&lt; attribute_1 &lt;&lt; ... &lt;&lt;
+ attribute_n</code></para>
+ </listitem>
+ </itemizedlist></para>
+ <para>Attributes can be of any default-constructible type (fusion
+ requirement).</para>
+ </refsect2>
+ <refsect2>
+ <title>configure</title>
+ <para>This grammar also has two forms:<itemizedlist>
+ <listitem>
+ <para><code>configure_ &lt;&lt; no_configure_</code></para>
+ </listitem>
+ <listitem>
+ <para><code>configure_ &lt;&lt; type_1 &lt;&lt; ... &lt;&lt;
+ type_n</code></para>
+ </listitem>
+ </itemizedlist></para>
+ <para>This grammar is used to create inside one syntax:<itemizedlist>
+ <listitem>
+ <para>flags: <code>configure_ &lt;&lt; some_flag</code> where
+ some_flag inherits from <code>euml_flag&lt;some_flag></code> or
+ is defined using BOOST_MSM_EUML_FLAG.</para>
+ </listitem>
+ <listitem>
+ <para>deferred events: <code>configure_ &lt;&lt; some_event</code>
+ where some_event inherits from
+ <code>euml_event&lt;some_event></code> or is defined using
+ BOOST_MSM_EUML_EVENT or
+ BOOST_MSM_EUML_EVENT_WITH_ATTRIBUTES.</para>
+ </listitem>
+ <listitem>
+ <para>configuration (message queue, manual deferring, exception
+ handling): <code>configure_ &lt;&lt; some_config</code> where
+ some_config inherits from
+ <code>euml_config&lt;some_config></code>. At the moment,
+ three predefined objects exist (in msm//front/euml/common.hpp):<itemizedlist>
+ <listitem>
+ <para>no_exception: disable catching exceptions</para>
+ </listitem>
+ <listitem>
+ <para>no_msg_queue: disable message queue</para>
+ </listitem>
+ <listitem>
+ <para>deferred_events: manually enable handling of
+ deferred events</para>
+ </listitem>
+ </itemizedlist></para>
+ </listitem>
+ </itemizedlist></para>
+ </refsect2>
+ <refsect2>
+ <title>initial states</title>
+ <para>The grammar to define initial states for a state machine is: <code>init_
+ &lt;&lt; state_1 &lt;&lt; ... &lt;&lt; state_n</code> where
+ state_1...state_n inherit from euml_state or is defined using
+ BOOST_MSM_EUML_STATE, BOOST_MSM_EUML_INTERRUPT_STATE,
+ BOOST_MSM_EUML_TERMINATE_STATE, BOOST_MSM_EUML_EXPLICIT_ENTRY_STATE,
+ BOOST_MSM_EUML_ENTRY_STATE or BOOST_MSM_EUML_EXIT_STATE.</para>
+ </refsect2>
+ <refsect2>
+ <title>functions</title>
+ <refsect3>
+ <title>build_sm</title>
+ <para>This function has several overloads. The return type is not relevant
+ to you as only decltype (return type) is what one needs.</para>
+ <para>Defines a state machine without entry or exit:</para>
+ <funcsynopsis>
+ <funcprototype>
+ <funcdef>template &lt;class StateNameTag,class Stt,class Init>
+ func_state_machine&lt;...> build_sm</funcdef>
+ <paramdef>Stt ,Init</paramdef>
+ </funcprototype>
+ </funcsynopsis>
+ <para>Defines a state machine with entry behavior:</para>
+ <funcsynopsis>
+ <funcprototype>
+ <funcdef>template &lt;class StateNameTag,class Stt,class Init,class
+ Expr1> func_state_machine&lt;...> build_sm</funcdef>
+ <paramdef>Stt ,Init,Expr1 const&amp;</paramdef>
+ </funcprototype>
+ </funcsynopsis>
+ <para>Defines a state machine with entry and exit behaviors:</para>
+ <funcsynopsis>
+ <funcprototype>
+ <funcdef>template &lt;class StateNameTag,class Stt,class Init,class
+ Expr1, class Expr2> func_state_machine&lt;...>
+ build_sm</funcdef>
+ <paramdef>Stt ,Init,Expr1 const&amp;,Expr2 const&amp;</paramdef>
+ </funcprototype>
+ </funcsynopsis>
+ <para>Defines a state machine with entry, exit behaviors and
+ attributes:</para>
+ <funcsynopsis>
+ <funcprototype>
+ <funcdef>template &lt;class StateNameTag,class Stt,class Init,class
+ Expr1, class Expr2, class Attributes> func_state_machine&lt;...>
+ build_sm</funcdef>
+ <paramdef>Stt ,Init,Expr1 const&amp;, Expr2 const&amp;, Attributes
+ const&amp;</paramdef>
+ </funcprototype>
+ </funcsynopsis>
+ <para>Defines a state machine with entry, exit behaviors, attributes and
+ configuration (deferred events, flags):</para>
+ <funcsynopsis>
+ <funcprototype>
+ <funcdef>template &lt;class StateNameTag,class Stt,class Init,class
+ Expr1, class Expr2, class Attributes, class Configure>
+ func_state_machine&lt;...> build_sm</funcdef>
+ <paramdef>Stt ,Init,Expr1 const&amp;, Expr2 const&amp;, Attributes
+ const&amp;, Configure const&amp;</paramdef>
+ </funcprototype>
+ </funcsynopsis>
+ <para>Defines a state machine with entry, exit behaviors, attributes,
+ configuration (deferred events, flags) and a base state:</para>
+ <funcsynopsis>
+ <funcprototype>
+ <funcdef>template &lt;class StateNameTag,class Stt,class Init,class
+ Expr1, class Expr2, class Attributes, class Configure, class
+ Base> func_state_machine&lt;...> build_sm</funcdef>
+ <paramdef>Stt ,Init,Expr1 const&amp;, Expr2 const&amp;, Attributes
+ const&amp;, Configure const&amp;, Base</paramdef>
+ </funcprototype>
+ </funcsynopsis>
+ <para>Notice that this function requires the extra parameter class
+ StateNameTag to disambiguate state machines having the same parameters
+ but still being different.</para>
+ </refsect3>
+ <refsect3>
+ <title>build_state</title>
+ <para>This function has several overloads. The return type is not relevant
+ to you as only decltype (return type) is what one needs.</para>
+ <para>Defines a simple state without entry or exit:</para>
+ <funcsynopsis>
+ <funcprototype>
+ <funcdef>func_state&lt;class StateNameTag,...> build_state</funcdef>
+ <paramdef/>
+ </funcprototype>
+ </funcsynopsis>
+ <para>Defines a simple state with entry behavior:</para>
+ <funcsynopsis>
+ <funcprototype>
+ <funcdef>template &lt;class StateNameTag,class Expr1>
+ func_state&lt;...> build_state</funcdef>
+ <paramdef>Expr1 const&amp;</paramdef>
+ </funcprototype>
+ </funcsynopsis>
+ <para>Defines a simple state with entry and exit behaviors:</para>
+ <funcsynopsis>
+ <funcprototype>
+ <funcdef>template &lt;class StateNameTag,class Expr1, class Expr2>
+ func_state&lt;...> build_state</funcdef>
+ <paramdef>Expr1 const&amp;,Expr2 const&amp;</paramdef>
+ </funcprototype>
+ </funcsynopsis>
+ <para>Defines a simple state with entry, exit behaviors and
+ attributes:</para>
+ <funcsynopsis>
+ <funcprototype>
+ <funcdef>template &lt;class StateNameTag,class Expr1, class Expr2,
+ class Attributes> func_state&lt;...> build_state</funcdef>
+ <paramdef>Expr1 const&amp;, Expr2 const&amp;, Attributes
+ const&amp;</paramdef>
+ </funcprototype>
+ </funcsynopsis>
+ <para>Defines a simple state with entry, exit behaviors, attributes and
+ configuration (deferred events, flags):</para>
+ <funcsynopsis>
+ <funcprototype>
+ <funcdef>template &lt;class StateNameTag,class Expr1, class Expr2,
+ class Attributes, class Configure> func_state&lt;...>
+ build_state</funcdef>
+ <paramdef>Expr1 const&amp;, Expr2 const&amp;, Attributes const&amp;,
+ Configure const&amp;</paramdef>
+ </funcprototype>
+ </funcsynopsis>
+ <para>Defines a simple state with entry, exit behaviors, attributes,
+ configuration (deferred events, flags) and a base state:</para>
+ <funcsynopsis>
+ <funcprototype>
+ <funcdef>template &lt;class StateNameTag,class Expr1, class Expr2,
+ class Attributes, class Configure, class Base>
+ func_state&lt;...> build_state</funcdef>
+ <paramdef>Expr1 const&amp;, Expr2 const&amp;, Attributes const&amp;,
+ Configure const&amp;, Base</paramdef>
+ </funcprototype>
+ </funcsynopsis>
+ <para>Notice that this function requires the extra parameter class
+ StateNameTag to disambiguate states having the same parameters but still
+ being different.</para>
+ </refsect3>
+ <refsect3>
+ <title>build_terminate_state</title>
+ <para>This function has the same overloads as build_state.</para>
+ </refsect3>
+ <refsect3>
+ <title>build_interrupt_state</title>
+ <para>This function has several overloads. The return type is not relevant
+ to you as only decltype (return type) is what one needs.</para>
+ <para>Defines an interrupt state without entry or exit:</para>
+ <funcsynopsis>
+ <funcprototype>
+ <funcdef>template &lt;class StateNameTag,class EndInterruptEvent>
+ func_state&lt;...> build_interrupt_state</funcdef>
+ <paramdef>EndInterruptEvent const&amp;</paramdef>
+ </funcprototype>
+ </funcsynopsis>
+ <para>Defines an interrupt state with entry behavior:</para>
+ <funcsynopsis>
+ <funcprototype>
+ <funcdef>template &lt;class StateNameTag,class
+ EndInterruptEvent,class Expr1> func_state&lt;...>
+ build_interrupt_state</funcdef>
+ <paramdef>EndInterruptEvent const&amp;,Expr1 const&amp;</paramdef>
+ </funcprototype>
+ </funcsynopsis>
+ <para>Defines an interrupt state with entry and exit behaviors:</para>
+ <funcsynopsis>
+ <funcprototype>
+ <funcdef>template &lt;class StateNameTag,class
+ EndInterruptEvent,class Expr1, class Expr2> func_state&lt;...>
+ build_interrupt_state</funcdef>
+ <paramdef>EndInterruptEvent const&amp;,Expr1 const&amp;,Expr2
+ const&amp;</paramdef>
+ </funcprototype>
+ </funcsynopsis>
+ <para>Defines an interrupt state with entry, exit behaviors and
+ attributes:</para>
+ <funcsynopsis>
+ <funcprototype>
+ <funcdef>template &lt;class StateNameTag,class
+ EndInterruptEvent,class Expr1, class Expr2, class Attributes>
+ func_state&lt;...> build_interrupt_state</funcdef>
+ <paramdef>EndInterruptEvent const&amp;,Expr1 const&amp;, Expr2
+ const&amp;, Attributes const&amp;</paramdef>
+ </funcprototype>
+ </funcsynopsis>
+ <para>Defines an interrupt state with entry, exit behaviors, attributes and
+ configuration (deferred events, flags):</para>
+ <funcsynopsis>
+ <funcprototype>
+ <funcdef>template &lt;class StateNameTag,class
+ EndInterruptEvent,class Expr1, class Expr2, class Attributes,
+ class Configure> func_state&lt;...>
+ build_interrupt_state</funcdef>
+ <paramdef>EndInterruptEvent const&amp;,Expr1 const&amp;, Expr2
+ const&amp;, Attributes const&amp;, Configure
+ const&amp;</paramdef>
+ </funcprototype>
+ </funcsynopsis>
+ <para>Defines an interrupt state with entry, exit behaviors, attributes,
+ configuration (deferred events, flags) and a base state:</para>
+ <funcsynopsis>
+ <funcprototype>
+ <funcdef>template &lt;class StateNameTag,class
+ EndInterruptEvent,class Expr1, class Expr2, class Attributes,
+ class Configure, class Base> func_state&lt;...>
+ build_interrupt_state</funcdef>
+ <paramdef>EndInterruptEvent const&amp;,Expr1 const&amp;, Expr2
+ const&amp;, Attributes const&amp;, Configure const&amp;,
+ Base</paramdef>
+ </funcprototype>
+ </funcsynopsis>
+ <para>Notice that this function requires the extra parameter class
+ StateNameTag to disambiguate states having the same parameters but still
+ being different.</para>
+ </refsect3>
+ <refsect3>
+ <title>build_entry_state</title>
+ <para>This function has several overloads. The return type is not relevant
+ to you as only decltype (return type) is what one needs.</para>
+ <para>Defines an entry pseudo state without entry or exit:</para>
+ <funcsynopsis>
+ <funcprototype>
+ <funcdef>template &lt;class StateNameTag,int RegionIndex>
+ entry_func_state&lt;...> build_entry_state</funcdef>
+ <paramdef/>
+ </funcprototype>
+ </funcsynopsis>
+ <para>Defines an entry pseudo state with entry behavior:</para>
+ <funcsynopsis>
+ <funcprototype>
+ <funcdef>template &lt;class StateNameTag,int RegionIndex,class
+ Expr1> entry_func_state&lt;...> build_entry_state</funcdef>
+ <paramdef>Expr1 const&amp;</paramdef>
+ </funcprototype>
+ </funcsynopsis>
+ <para>Defines an entry pseudo state with entry and exit behaviors:</para>
+ <funcsynopsis>
+ <funcprototype>
+ <funcdef>template &lt;class StateNameTag,int RegionIndex,class
+ Expr1, class Expr2> entry_func_state&lt;...>
+ build_entry_state</funcdef>
+ <paramdef>Expr1 const&amp;,Expr2 const&amp;</paramdef>
+ </funcprototype>
+ </funcsynopsis>
+ <para>Defines an entry pseudo state with entry, exit behaviors and
+ attributes:</para>
+ <funcsynopsis>
+ <funcprototype>
+ <funcdef>template &lt;class StateNameTag,int RegionIndex,class
+ Expr1, class Expr2, class Attributes> entry_func_state&lt;...>
+ build_entry_state</funcdef>
+ <paramdef>Expr1 const&amp;, Expr2 const&amp;, Attributes
+ const&amp;</paramdef>
+ </funcprototype>
+ </funcsynopsis>
+ <para>Defines an entry pseudo state with entry, exit behaviors, attributes
+ and configuration (deferred events, flags):</para>
+ <funcsynopsis>
+ <funcprototype>
+ <funcdef>template &lt;class StateNameTag,int RegionIndex,class
+ Expr1, class Expr2, class Attributes, class Configure>
+ entry_func_state&lt;...> build_entry_state</funcdef>
+ <paramdef>Expr1 const&amp;, Expr2 const&amp;, Attributes const&amp;,
+ Configure const&amp;</paramdef>
+ </funcprototype>
+ </funcsynopsis>
+ <para>Defines an entry pseudo state with entry, exit behaviors, attributes,
+ configuration (deferred events, flags) and a base state:</para>
+ <funcsynopsis>
+ <funcprototype>
+ <funcdef>template &lt;class StateNameTag,int RegionIndex,class
+ Expr1, class Expr2, class Attributes, class Configure, class
+ Base> entry_func_state&lt;...> build_entry_state</funcdef>
+ <paramdef>Expr1 const&amp;, Expr2 const&amp;, Attributes const&amp;,
+ Configure const&amp;, Base</paramdef>
+ </funcprototype>
+ </funcsynopsis>
+ <para>Notice that this function requires the extra parameter class
+ StateNameTag to disambiguate states having the same parameters but still
+ being different.</para>
+ </refsect3>
+ <refsect3>
+ <title>build_exit_state</title>
+ <para>This function has several overloads. The return type is not relevant
+ to you as only decltype (return type) is what one needs.</para>
+ <para>Defines an exit pseudo state without entry or exit:</para>
+ <funcsynopsis>
+ <funcprototype>
+ <funcdef>template &lt;class StateNameTag,class Event>
+ exit_func_state&lt;...> build_exit_state</funcdef>
+ <paramdef>Event const&amp;</paramdef>
+ </funcprototype>
+ </funcsynopsis>
+ <para>Defines an exit pseudo state with entry behavior:</para>
+ <funcsynopsis>
+ <funcprototype>
+ <funcdef>template &lt;class StateNameTag,class Event,class Expr1>
+ exit_func_state&lt;...> build_exit_state</funcdef>
+ <paramdef>Event const&amp;,Expr1 const&amp;</paramdef>
+ </funcprototype>
+ </funcsynopsis>
+ <para>Defines an exit pseudo state with entry and exit behaviors:</para>
+ <funcsynopsis>
+ <funcprototype>
+ <funcdef>template &lt;class StateNameTag,class Event,class Expr1,
+ class Expr2> exit_func_state&lt;...> build_exit_state</funcdef>
+ <paramdef>Event const&amp;,Expr1 const&amp;,Expr2
+ const&amp;</paramdef>
+ </funcprototype>
+ </funcsynopsis>
+ <para>Defines an exit pseudo state with entry, exit behaviors and
+ attributes:</para>
+ <funcsynopsis>
+ <funcprototype>
+ <funcdef>template &lt;class StateNameTag,class Event,class Expr1,
+ class Expr2, class Attributes> exit_func_state&lt;...>
+ build_exit_state</funcdef>
+ <paramdef>Event const&amp;,Expr1 const&amp;, Expr2 const&amp;,
+ Attributes const&amp;</paramdef>
+ </funcprototype>
+ </funcsynopsis>
+ <para>Defines an exit pseudo state with entry, exit behaviors, attributes
+ and configuration (deferred events, flags):</para>
+ <funcsynopsis>
+ <funcprototype>
+ <funcdef>template &lt;class StateNameTag,class Event,class Expr1,
+ class Expr2, class Attributes, class Configure>
+ exit_func_state&lt;...> build_exit_state</funcdef>
+ <paramdef>Event const&amp;,Expr1 const&amp;, Expr2 const&amp;,
+ Attributes const&amp;, Configure const&amp;</paramdef>
+ </funcprototype>
+ </funcsynopsis>
+ <para>Defines an exit pseudo state with entry, exit behaviors, attributes,
+ configuration (deferred events, flags) and a base state:</para>
+ <funcsynopsis>
+ <funcprototype>
+ <funcdef>template &lt;class StateNameTag,class Event,class Expr1,
+ class Expr2, class Attributes, class Configure, class Base>
+ exit_func_state&lt;...> build_exit_state</funcdef>
+ <paramdef>Event const&amp;,Expr1 const&amp;, Expr2 const&amp;,
+ Attributes const&amp;, Configure const&amp;, Base</paramdef>
+ </funcprototype>
+ </funcsynopsis>
+ <para>Notice that this function requires the extra parameter class
+ StateNameTag to disambiguate states having the same parameters but still
+ being different.</para>
+ </refsect3>
+ <refsect3>
+ <title>build_explicit_entry_state</title>
+ <para>This function has the same overloads as build_entry_state and
+ explicit_entry_func_state as return type.</para>
+ </refsect3>
+ </refsect2>
+ </refsect1>
+ <refsect1>
+ <title>msm/front/euml/common.hpp</title>
+ <refsect2>
+ <title>types</title>
+ <refsect3>
+ <title>euml_event</title>
+ <para>The basic type for events with eUML.</para>
+ <classsynopsis>
+ <ooclass>
+ <classname>template &lt;class EventName> euml_event;</classname>
+ </ooclass>
+ </classsynopsis>
+ <programlisting>struct play : euml_event&lt;play>{};</programlisting>
+ </refsect3>
+ <refsect3>
+ <title>euml_state</title>
+ <para>The basic type for states with eUML. You will usually not use this
+ type directly as it is easier to use BOOST_MSM_EUML_STATE,
+ BOOST_MSM_EUML_INTERRUPT_STATE, BOOST_MSM_EUML_TERMINATE_STATE,
+ BOOST_MSM_EUML_EXPLICIT_ENTRY_STATE, BOOST_MSM_EUML_ENTRY_STATE or
+ BOOST_MSM_EUML_EXIT_STATE.</para>
+ <classsynopsis>
+ <ooclass>
+ <classname>template &lt;class StateName> euml_state;</classname>
+ </ooclass>
+ </classsynopsis>
+ <para>You can however use this type directly if you want to provide your
+ state with extra functions or provide entry or exit behaviors without
+ functors, for example:</para>
+ <programlisting>struct Empty : public msm::front::state&lt;> , public euml_state&lt;Empty>
+{
+ void foo() {...}
+ template &lt;class Event,class Fsm>
+ void on_entry(Event const&amp; evt,Fsm&amp; fsm){...}
+};</programlisting>
+ </refsect3>
+ <refsect3>
+ <title>euml_flag</title>
+ <para>The basic type for flags with eUML.</para>
+ <classsynopsis>
+ <ooclass>
+ <classname>template &lt;class FlagName> euml_flag;</classname>
+ </ooclass>
+ </classsynopsis>
+ <programlisting>struct PlayingPaused: euml_flag&lt;PlayingPaused>{};</programlisting>
+ </refsect3>
+ <refsect3>
+ <title>euml_action</title>
+ <para>The basic type for state or transition behaviors and guards with
+ eUML.</para>
+ <classsynopsis>
+ <ooclass>
+ <classname>template &lt;class AcionName> euml_action;</classname>
+ </ooclass>
+ </classsynopsis>
+ <programlisting>struct close_drawer : euml_action&lt;close_drawer>
+{
+ template &lt;class Fsm,class Evt,class SourceState,class TargetState>
+ void operator()(Evt const&amp; , Fsm&amp;, SourceState&amp; ,TargetState&amp; ) {...}
+};</programlisting>
+ <para>Or, as state entry or exit behavior:</para>
+ <programlisting>struct Playing_Entry : euml_action&lt;Playing_Entry>
+{
+ template &lt;class Event,class Fsm,class State>
+ void operator()(Event const&amp;,Fsm&amp; fsm,State&amp; ){...}
+};</programlisting>
+ </refsect3>
+ <refsect3>
+ <title>euml_config</title>
+ <para>The basic type for configuration possibilities with eUML.</para>
+ <classsynopsis>
+ <ooclass>
+ <classname>template &lt;class ConfigName> euml_config;</classname>
+ </ooclass>
+ </classsynopsis>
+ <para>You normally do not use this type directly but instead the instances
+ of predefined configuration:<itemizedlist>
+ <listitem>
+ <para>no_exception: disable catching exceptions</para>
+ </listitem>
+ <listitem>
+ <para>no_msg_queue: disable message queue. The message queue
+ allows you to send an event for procesing while in an event
+ processing.</para>
+ </listitem>
+ <listitem>
+ <para>deferred_events: manually enable handling of deferred
+ events</para>
+ </listitem>
+ </itemizedlist></para>
+ </refsect3>
+ <refsect3>
+ <title>invalid_type</title>
+ <para>Type returned by grammar parsers if the grammar is invalid. Seeing
+ this type will result in a static assertion.</para>
+ </refsect3>
+ <refsect3>
+ <title>no_action</title>
+ <para>Placeholder type for use in entry/exit or transition behaviors, which
+ does absolutely nothing.</para>
+ </refsect3>
+ <refsect3>
+ <title>source_</title>
+ <para>Generic object or function for the source state of a given transition:<itemizedlist>
+ <listitem>
+ <para>as object: returns by reference the source state of a
+ transition, usually to be used by another function (usually
+ one created by MSM_EUML_METHOD or MSM_EUML_FUNCTION).</para>
+ <para>Example:
+ <programlisting>some_user_function_(source_)</programlisting></para>
+ </listitem>
+ <listitem>
+ <para>as function: returns by reference the attribute passed as
+ parameter.</para>
+ <para>Example:
+ <programlisting>source_(m_counter)++</programlisting></para>
+ </listitem>
+ </itemizedlist></para>
+ </refsect3>
+ <refsect3>
+ <title>target_</title>
+ <para>Generic object or function for the target state of a given transition:<itemizedlist>
+ <listitem>
+ <para>as object: returns by reference the target state of a
+ transition, usually to be used by another function (usually
+ one created by MSM_EUML_METHOD or MSM_EUML_FUNCTION).</para>
+ <para>Example:
+ <programlisting>some_user_function_(target_)</programlisting></para>
+ </listitem>
+ <listitem>
+ <para>as function: returns by reference the attribute passed as
+ parameter.</para>
+ <para>Example:
+ <programlisting>target_(m_counter)++</programlisting></para>
+ </listitem>
+ </itemizedlist></para>
+ </refsect3>
+ <refsect3>
+ <title>state_</title>
+ <para>Generic object or function for the state of a given entry / exit
+ behavior. state_ means source_ while in the context of an exit behavior
+ and target_ in the context of an entry behavior:<itemizedlist>
+ <listitem>
+ <para>as object: returns by reference the current state, usually
+ to be used by another function (usually one created by
+ MSM_EUML_METHOD or MSM_EUML_FUNCTION).</para>
+ <para>Example:
+ <programlisting>some_user_function_(state_) // calls some_user_function on the current state</programlisting></para>
+ </listitem>
+ <listitem>
+ <para>as function: returns by reference the attribute passed as
+ parameter.</para>
+ <para>Example:
+ <programlisting>state_(m_counter)++</programlisting></para>
+ </listitem>
+ </itemizedlist></para>
+ </refsect3>
+ <refsect3>
+ <title>event_</title>
+ <para>Generic object or function for the event triggering a given transition
+ (valid in a transition behavior, as well as in state entry/exit behaviors):<itemizedlist>
+ <listitem>
+ <para>as object: returns by reference the event of a transition,
+ usually to be used by another function (usually one created
+ by MSM_EUML_METHOD or MSM_EUML_FUNCTION).</para>
+ <para>Example:
+ <programlisting>some_user_function_(event_)</programlisting></para>
+ </listitem>
+ <listitem>
+ <para>as function: returns by reference the attribute passed as
+ parameter.</para>
+ <para>Example:
+ <programlisting>event_(m_counter)++</programlisting></para>
+ </listitem>
+ </itemizedlist></para>
+ </refsect3>
+ <refsect3>
+ <title>fsm_</title>
+ <para>Generic object or function for the state machine containing a given transition:<itemizedlist>
+ <listitem>
+ <para>as object: returns by reference the event of a transition,
+ usually to be used by another function (usually one created
+ by MSM_EUML_METHOD or MSM_EUML_FUNCTION).</para>
+ <para>Example:
+ <programlisting>some_user_function_(fsm_)</programlisting></para>
+ </listitem>
+ <listitem>
+ <para>as function: returns by reference the attribute passed as
+ parameter.</para>
+ <para>Example:
+ <programlisting>fsm_(m_counter)++</programlisting></para>
+ </listitem>
+ </itemizedlist></para>
+ </refsect3>
+ <refsect3>
+ <title>substate_</title>
+ <para>Generic object or function returning a state of a given state machine:<itemizedlist>
+ <listitem>
+ <para>with 1 parameter: returns by reference the state passed as
+ parameter, usually to be used by another function (usually
+ one created by MSM_EUML_METHOD or MSM_EUML_FUNCTION).</para>
+ <para>Example:
+ <programlisting>some_user_function_(substate_(my_state))</programlisting></para>
+ </listitem>
+ <listitem>
+ <para>with 2 parameters: returns by reference the state passed
+ as first parameter from the state machine passed as second
+ parameter, usually to be used by another function (usually
+ one created by MSM_EUML_METHOD or MSM_EUML_FUNCTION). This
+ makes sense when used in combination with attribute_.</para>
+ <para>Example (equivalent to the previous example):
+ <programlisting>some_user_function_(substate_(my_state,fsm_))</programlisting></para>
+ </listitem>
+ </itemizedlist></para>
+ </refsect3>
+ <refsect3>
+ <title>attribute_</title>
+ <para>Generic object or function returning the attribute passed (by name) as
+ second parameter of the thing passed as first (a state, event or state
+ machine). Example: </para>
+ <para>
+ <programlisting>attribute_(substate_(my_state),cd_name_attribute)++</programlisting>
+ </para>
+ </refsect3>
+ <refsect3>
+ <title>True_</title>
+ <para>Functor returning true for transition or state behaviors. Like all
+ constants, only the functor form exists, so parenthesis are necessary.
+ Example:</para>
+ <para>
+ <programlisting>if_then_(True_(),/* some action always called*/)</programlisting>
+ </para>
+ </refsect3>
+ <refsect3>
+ <title>False_</title>
+ <para>Functor returning false for transition or state behaviors. Like all
+ constants, only the functor form exists, so parenthesis are necessary.
+ Example:</para>
+ <para>
+ <programlisting>if_then_(False_(),/* some action never called */)</programlisting>
+ </para>
+ </refsect3>
+ <refsect3>
+ <title>Int_&lt;int value></title>
+ <para>Functor returning an integer value for transition or state behaviors.
+ Like all constants, only the functor form exists, so parenthesis are
+ necessary. Example:</para>
+ <para>
+ <programlisting>target_(m_ringing_cpt) = Int_&lt;RINGING_TIME>() // RINGING_TIME is a constant</programlisting>
+ </para>
+ </refsect3>
+ <refsect3>
+ <title>Char_&lt;char value></title>
+ <para>Functor returning a char value for transition or state behaviors. Like
+ all constants, only the functor form exists, so parenthesis are
+ necessary. Example:</para>
+ <para>
+ <programlisting>// look for 'S' in event.m_song
+[string_find_(event_(m_song),Char_&lt;'S'>(),Size_t_&lt;0>()) != Npos_&lt;string>()]</programlisting>
+ </para>
+ </refsect3>
+ <refsect3>
+ <title>Size_t_&lt;size_t value></title>
+ <para>Functor returning a size_t value for transition or state behaviors.
+ Like all constants, only the functor form exists, so parenthesis are
+ necessary. Example:</para>
+ <para>
+ <programlisting>substr_(event_(m_song),Size_t_&lt;1>()) // returns a substring of event.m_song</programlisting>
+ </para>
+ </refsect3>
+ <refsect3>
+ <title>String_ &lt; mpl::string ></title>
+ <para>Functor returning a string for transition or state behaviors. Like all
+ constants, only the functor form exists, so parenthesis are necessary.
+ Requires boost >= 1.40 for mpl::string.</para>
+ <para>Example:</para>
+ <para>
+ <programlisting>// adds "Let it be" to fsm.m_src_container
+push_back_(fsm_(m_src_container), String_&lt;mpl::string&lt;'Let','it ','be'> >())</programlisting>
+ </para>
+ </refsect3>
+ <refsect3>
+ <title>Predicate_ &lt; some_stl_compatible_functor ></title>
+ <para>This functor eUML-enables a STL functor (for use in an algorithm).
+ This is necessary because all what is in the transition table must be a
+ eUML terminal.</para>
+ <para>Example:</para>
+ <programlisting>//equivalent to:
+//std::accumulate(fsm.m_vec.begin(),fsm.m_vec.end(),1,std::plus&lt;int>())== 1
+accumulate_(begin_(fsm_(m_vec)),end_(fsm_(m_vec)),Int_&lt;1>(),
+ Predicate_&lt;std::plus&lt;int> >()) == Int_&lt;1>())</programlisting>
+ </refsect3>
+ <refsect3>
+ <title>process_</title>
+ <para>This function sends an event to up to 4 state machines by calling
+ <code>process_event</code> on them:<itemizedlist>
+ <listitem>
+ <para><code>process_(some_event)</code> : processes an event in
+ the current (containing) state machine.</para>
+ </listitem>
+ <listitem>
+ <para><code>process_(some_event [,fsm1...fsm4] )</code> :
+ processes the same event in the 1-4 state machines passed as
+ argument.</para>
+ </listitem>
+ </itemizedlist></para>
+ </refsect3>
+ <refsect3>
+ <title>process2_</title>
+ <para>This function sends an event to up to 3 state machines by calling
+ <code>process_event</code> on them and copy-constructing the event
+ from the data passed as second parameter:<itemizedlist>
+ <listitem>
+ <para><code>process2_(some_event, some_data)</code> : processes
+ an event in the current (containing) state machine.</para>
+ </listitem>
+ <listitem>
+ <para><code>process2_(some_event, some_data [,fsm1...fsm3]
+ )</code> : processes the same event in the 1-3 state
+ machines passed as argument.</para>
+ </listitem>
+ </itemizedlist></para>
+ <para>Example: </para>
+ <para>
+ <programlisting>// processes NotFound on current state machine,
+// copy-constructed with event.m_song
+process2_(NotFound,event_(m_song))</programlisting>
+ </para>
+ <para>With the following definitions:</para>
+ <programlisting>BOOST_MSM_EUML_DECLARE_ATTRIBUTE(std::string,m_song)//declaration of m_song
+NotFound (const string&amp; data) // copy-constructor of NotFound</programlisting>
+ </refsect3>
+ <refsect3>
+ <title>is_flag_</title>
+ <para>This function tells if a flag is active by calling
+ <code>is_flag_active</code> on the current state machine or one
+ passed as parameter:<itemizedlist>
+ <listitem>
+ <para><code>is_flag_(some_flag)</code> : calls
+ <code>is_flag_active</code> on the current (containing)
+ state machine.</para>
+ </listitem>
+ <listitem>
+ <para><code>is_flag_(some_flag, some_fsm)</code> :calls
+ <code>is_flag_active</code> on the state machine.passed
+ as argument.</para>
+ </listitem>
+ </itemizedlist></para>
+ </refsect3>
+ <refsect3>
+ <title>defer_</title>
+ <para>This object defers the current event by calling
+ <code>defer_event</code> on the current state machine.
+ Example:</para>
+ <programlisting>Empty() + play() / defer_</programlisting>
+ </refsect3>
+ <refsect3>
+ <title>explicit_(submachine-name,state-name)</title>
+ <para>Used as transition's target, causes an explicit entry into the given
+ state from the given submachine. Several explicit_ as targets, separated
+ by commas, means a fork. The state must have been declared as such using
+ BOOST_MSM_EUML_EXPLICIT_ENTRY_STATE.</para>
+ </refsect3>
+ <refsect3>
+ <title>entry_pt_(submachine-name,state-name)</title>
+ <para>Used as transition's target from a containing state machine, causes
+ submachine-name to be entered using the given entry pseudo-state. This
+ state must have been declared as pseudo entry using
+ BOOST_MSM_EUML_ENTRY_STATE.</para>
+ </refsect3>
+ <refsect3>
+ <title>exit_pt_(submachine-name,state-name)</title>
+ <para>Used as transition's source from a containing state machine, causes
+ submachine-name to be left using the given exit pseudo-state. This state
+ must have been declared as pseudo exit using
+ BOOST_MSM_EUML_EXIT_STATE.</para>
+ </refsect3>
+ <refsect3>
+ <title>MSM_EUML_FUNCTION</title>
+ <para>This macro creates a eUML function and a functor for use with the
+ functor front-end, based on a free function:<itemizedlist>
+ <listitem>
+ <para>first parameter: the name of the functor</para>
+ </listitem>
+ <listitem>
+ <para>second parameter: the underlying function</para>
+ </listitem>
+ <listitem>
+ <para>third parameter: the eUML function name</para>
+ </listitem>
+ <listitem>
+ <para>fourth parameter: the return type if used in a transition
+ behavior</para>
+ </listitem>
+ <listitem>
+ <para>fifth parameter: the return type if used in a state
+ behavior (entry/exit)</para>
+ </listitem>
+ </itemizedlist> Note that the function itself can take up to 5
+ arguments.</para>
+ <para>Example:</para>
+ <para>
+ <programlisting>MSM_EUML_FUNCTION(BinarySearch_,std::binary_search,binary_search_,bool,bool)</programlisting>
+ </para>
+ <para>Can be used like:</para>
+ <para>
+ <programlisting>binary_search_(begin_(fsm_(m_var)),end_(fsm_(m_var)),Int_&lt;9>())</programlisting>
+ </para>
+ </refsect3>
+ <refsect3>
+ <title>MSM_EUML_METHOD</title>
+ <para>This macro creates a eUML function and a functor for use with the
+ functor front-end, based on a method:<itemizedlist>
+ <listitem>
+ <para>first parameter: the name of the functor</para>
+ </listitem>
+ <listitem>
+ <para>second parameter: the underlying function</para>
+ </listitem>
+ <listitem>
+ <para>third parameter: the eUML function name</para>
+ </listitem>
+ <listitem>
+ <para>fourth parameter: the return type if used in a transition
+ behavior</para>
+ </listitem>
+ <listitem>
+ <para>fifth parameter: the return type if used in a state
+ behavior (entry/exit)</para>
+ </listitem>
+ </itemizedlist> Note that the method itself can take up to 4 arguments
+ (5 like for a free function - 1 for the object on which the method is
+ called).</para>
+ <para>Example:</para>
+ <programlisting>struct Empty : public msm::front::state&lt;> , public euml_state&lt;Empty>
+{
+ void activate_empty() {std::cout &lt;&lt; "switching to Empty " &lt;&lt; std::endl;}
+...
+};
+MSM_EUML_METHOD(ActivateEmpty_,activate_empty,activate_empty_,void,void)</programlisting>
+ <para>Can be used like:</para>
+ <para>
+ <programlisting>Empty == Open + open_close / (close_drawer , activate_empty_(target_))</programlisting>
+ </para>
+ </refsect3>
+ <refsect3>
+ <title>BOOST_MSM_EUML_ACTION(action-instance-name)</title>
+ <para>This macro declares a behavior type and a const instance for use in
+ state or transition behaviors. The action implementation itself follows
+ the macro declaration, for example:</para>
+ <programlisting>BOOST_MSM_EUML_ACTION(good_disk_format)
+{
+ template &lt;class Fsm,class Evt,class SourceState,class TargetState>
+ void/bool operator()(Evt const&amp; evt,Fsm&amp;,SourceState&amp; ,TargetState&amp; ){...}
+};</programlisting>
+ </refsect3>
+ <refsect3>
+ <title>BOOST_MSM_EUML_FLAG(flag-instance-name)</title>
+ <para>This macro declares a flag type and a const instance for use in
+ behaviors.</para>
+ </refsect3>
+ <refsect3>
+ <title>BOOST_MSM_EUML_FLAG_NAME(flag-instance-name)</title>
+ <para>This macro returns the name of the flag type generated by
+ BOOST_MSM_EUML_FLAG. You need this where the type is required (usually
+ with the back-end method is_flag_active). For example:</para>
+ <programlisting>fsm.is_flag_active&lt;BOOST_MSM_EUML_FLAG_NAME(CDLoaded)>()</programlisting>
+ </refsect3>
+ <refsect3>
+ <title>BOOST_MSM_EUML_DECLARE_ATTRIBUTE(event-type,event-name)</title>
+ <para>This macro declares an attribute called event-name of type event-type.
+ This attribute can then be made part of an attribute list using
+ BOOST_MSM_EUML_ATTRIBUTES.</para>
+ </refsect3>
+ <refsect3>
+ <title>BOOST_MSM_EUML_ATTRIBUTES(attributes-expression,attributes-name)</title>
+ <para>This macro declares an attribute list called attributes-name based on
+ the expression as first argument. These attributes can then be made part
+ of an event using BOOST_MSM_EUML_EVENT_WITH_ATTRIBUTES, of a state as
+ 3rd parameter of BOOST_MSM_EUML_STATE or of a state machine as 5th
+ parameter of BOOST_MSM_EUML_DECLARE_STATE_MACHINE.</para>
+ <para>Attributes are added using left-shift, for example:</para>
+ <programlisting>// m_song is of type std::string
+BOOST_MSM_EUML_DECLARE_ATTRIBUTE(std::string,m_song)
+// contains one attribute, m_song
+BOOST_MSM_EUML_ATTRIBUTES((attributes_ &lt;&lt; m_song ), FoundDef)</programlisting>
+ </refsect3>
+ <refsect3>
+ <title>BOOST_MSM_EUML_EVENT(event-instance name)</title>
+ <para>This macro defines an event type (event-instance-name_helper) and
+ declares a const instance of this event type called event-instance-name
+ for use in a transition table or state behaviors.</para>
+ </refsect3>
+ <refsect3>
+ <title>BOOST_MSM_EUML_EVENT_WITH_ATTRIBUTES(event-instance-name,attributes)</title>
+ <para>This macro defines an event type (event-instance-name_helper) and
+ declares a const instance of this event type called event-instance-name
+ for use in a transition table or state behaviors. The event will have as
+ attributes the ones passed by the second argument:</para>
+ <para><code>BOOST_MSM_EUML_EVENT_WITH_ATTRIBUTES(Found,FoundDef)</code>
+ </para>
+ <para>The created event instance supports operator()(attributes) so that
+ <programlisting>my_back_end.process_event(Found(some_string))</programlisting>
+ is possible.</para>
+ </refsect3>
+ <refsect3>
+ <title>BOOST_MSM_EUML_EVENT_NAME(event-instance-name)</title>
+ <para>This macro returns the name of the event type generated by
+ BOOST_MSM_EUML_EVENT or BOOST_MSM_EUML_EVENT_WITH_ATTRIBUTES. You need
+ this where the type is required (usually inside a back-end definition).
+ For example:</para>
+ <para>
+ <programlisting>typedef msm::back::state_machine&lt;Playing_,
+msm::back::ShallowHistory&lt;mpl::vector&lt;BOOST_MSM_EUML_EVENT_NAME(end_pause)
+> > > Playing_type;</programlisting>
+ </para>
+ </refsect3>
+ <refsect3>
+ <title>BOOST_MSM_EUML_STATE(build-expression,state-instance-name)</title>
+ <para>This macro defines a state type (state-instance-name_helper) and
+ declares a const instance of this state type called state-instance-name
+ for use in a transition table or state behaviors.</para>
+ <para>There are several possibilitites for the expression syntax:<itemizedlist>
+ <listitem>
+ <para>(): state without entry or exit action.</para>
+ </listitem>
+ <listitem>
+ <para>(Expr1): state with entry but no exit action.</para>
+ </listitem>
+ <listitem>
+ <para>(Expr1,Expr2): state with entry and exit action.</para>
+ </listitem>
+ <listitem>
+ <para>(Expr1,Expr2,Attributes): state with entry and exit
+ action, defining some attributes.</para>
+ </listitem>
+ <listitem>
+ <para>(Expr1,Expr2,Attributes,Configure): state with entry and
+ exit action, defining some attributes and flags (standard
+ MSM flags) or deferred events (standard MSM deferred
+ events).</para>
+ </listitem>
+ <listitem>
+ <para>(Expr1,Expr2,Attributes,Configure,Base): state with entry
+ and exit action, defining some attributes, flags and
+ deferred events (plain msm deferred events) and a
+ non-default base state (as defined in standard MSM).</para>
+ </listitem>
+ </itemizedlist></para>
+ </refsect3>
+ <refsect3>
+ <title>BOOST_MSM_EUML_INTERRUPT_STATE(build-expression,state-instance-name)</title>
+ <para>This macro defines an interrupt state type
+ (state-instance-name_helper) and declares a const instance of this state
+ type called state-instance-name for use in a transition table or state
+ behaviors.</para>
+ <para>There are several possibilitites for the expression syntax. In all of
+ them, the first argument is the name of the event (generated by one of
+ the previous macros) ending the interrupt:<itemizedlist>
+ <listitem>
+ <para>(end_interrupt_event): interrupt state without entry or
+ exit action.</para>
+ </listitem>
+ <listitem>
+ <para>(end_interrupt_event,Expr1): interrupt state with entry
+ but no exit action.</para>
+ </listitem>
+ <listitem>
+ <para>(end_interrupt_event,Expr1,Expr2): interrupt state with
+ entry and exit action.</para>
+ </listitem>
+ <listitem>
+ <para>(end_interrupt_event,Expr1,Expr2,Attributes): interrupt
+ state with entry and exit action, defining some
+ attributes.</para>
+ </listitem>
+ <listitem>
+ <para>(end_interrupt_event,Expr1,Expr2,Attributes,Configure):
+ interrupt state with entry and exit action, defining some
+ attributes and flags (standard MSM flags) or deferred events
+ (standard MSM deferred events).</para>
+ </listitem>
+ <listitem>
+ <para>(end_interrupt_event,Expr1,Expr2,Attributes,Configure,Base):
+ interrupt state with entry and exit action, defining some
+ attributes, flags and deferred events (plain msm deferred
+ events) and a non-default base state (as defined in standard
+ MSM).</para>
+ </listitem>
+ </itemizedlist></para>
+ </refsect3>
+ <refsect3>
+ <title>BOOST_MSM_EUML_TERMINATE_STATE(build-expression,state-instance-name)</title>
+ <para>This macro defines a terminate pseudo-state type
+ (state-instance-name_helper) and declares a const instance of this state
+ type called state-instance-name for use in a transition table or state
+ behaviors.</para>
+ <para>There are several possibilitites for the expression syntax:<itemizedlist>
+ <listitem>
+ <para>(): terminate pseudo-state without entry or exit
+ action.</para>
+ </listitem>
+ <listitem>
+ <para>(Expr1): terminate pseudo-state with entry but no exit
+ action.</para>
+ </listitem>
+ <listitem>
+ <para>(Expr1,Expr2): terminate pseudo-state with entry and exit
+ action.</para>
+ </listitem>
+ <listitem>
+ <para>(Expr1,Expr2,Attributes): terminate pseudo-state with
+ entry and exit action, defining some attributes.</para>
+ </listitem>
+ <listitem>
+ <para>(Expr1,Expr2,Attributes,Configure): terminate pseudo-state
+ with entry and exit action, defining some attributes and
+ flags (standard MSM flags) or deferred events (standard MSM
+ deferred events).</para>
+ </listitem>
+ <listitem>
+ <para>(Expr1,Expr2,Attributes,Configure,Base): terminate
+ pseudo-state with entry and exit action, defining some
+ attributes, flags and deferred events (plain msm deferred
+ events) and a non-default base state (as defined in standard
+ MSM).</para>
+ </listitem>
+ </itemizedlist></para>
+ </refsect3>
+ <refsect3>
+ <title>BOOST_MSM_EUML_EXIT_STATE(build-expression,state-instance-name)</title>
+ <para>This macro defines an exit pseudo-state type
+ (state-instance-name_helper) and declares a const instance of this state
+ type called state-instance-name for use in a transition table or state
+ behaviors.</para>
+ <para>There are several possibilitites for the expression syntax:<itemizedlist>
+ <listitem>
+ <para>(forwarded_event):exit pseudo-state without entry or exit
+ action.</para>
+ </listitem>
+ <listitem>
+ <para>(forwarded_event,Expr1): exit pseudo-state with entry but
+ no exit action.</para>
+ </listitem>
+ <listitem>
+ <para>(forwarded_event,Expr1,Expr2): exit pseudo-state with
+ entry and exit action.</para>
+ </listitem>
+ <listitem>
+ <para>(forwarded_event,Expr1,Expr2,Attributes): exit
+ pseudo-state with entry and exit action, defining some
+ attributes.</para>
+ </listitem>
+ <listitem>
+ <para>(forwarded_event,Expr1,Expr2,Attributes,Configure): exit
+ pseudo-state with entry and exit action, defining some
+ attributes and flags (standard MSM flags) or deferred events
+ (standard MSM deferred events).</para>
+ </listitem>
+ <listitem>
+ <para>(forwarded_event,Expr1,Expr2,Attributes,Configure,Base):
+ exit pseudo-state with entry and exit action, defining some
+ attributes, flags and deferred events (plain msm deferred
+ events) and a non-default base state (as defined in standard
+ MSM).</para>
+ </listitem>
+ </itemizedlist></para>
+ <para>Note that the forwarded_event must be constructible from the event
+ sent by the submachine containing the exit point.</para>
+ </refsect3>
+ <refsect3>
+ <title>BOOST_MSM_EUML_ENTRY_STATE(int
+ region-index,build-expression,state-instance-name)</title>
+ <para>This macro defines an entry pseudo-state type
+ (state-instance-name_helper) and declares a const instance of this state
+ type called state-instance-name for use in a transition table or state
+ behaviors.</para>
+ <para>There are several possibilitites for the expression syntax:<itemizedlist>
+ <listitem>
+ <para>(): entry pseudo-state without entry or exit
+ action.</para>
+ </listitem>
+ <listitem>
+ <para>(Expr1): entry pseudo-state with entry but no exit
+ action.</para>
+ </listitem>
+ <listitem>
+ <para>(Expr1,Expr2): entry pseudo-state with entry and exit
+ action.</para>
+ </listitem>
+ <listitem>
+ <para>(Expr1,Expr2,Attributes): entry pseudo-state with entry
+ and exit action, defining some attributes.</para>
+ </listitem>
+ <listitem>
+ <para>(Expr1,Expr2,Attributes,Configure): entry pseudo-state
+ with entry and exit action, defining some attributes and
+ flags (standard MSM flags) or deferred events (standard MSM
+ deferred events).</para>
+ </listitem>
+ <listitem>
+ <para>(Expr1,Expr2,Attributes,Configure,Base): entry
+ pseudo-state with entry and exit action, defining some
+ attributes, flags and deferred events (plain msm deferred
+ events) and a non-default base state (as defined in standard
+ MSM).</para>
+ </listitem>
+ </itemizedlist></para>
+ </refsect3>
+ <refsect3>
+ <title>BOOST_MSM_EUML_EXPLICIT_ENTRY_STATE(int
+ region-index,build-expression,state-instance-name)</title>
+ <para>This macro defines a submachine's substate type
+ (state-instance-name_helper), which can be explicitly entered and also
+ declares a const instance of this state type called state-instance-name
+ for use in a transition table or state behaviors.</para>
+ <para>There are several possibilitites for the expression syntax:<itemizedlist>
+ <listitem>
+ <para>(): state without entry or exit action.</para>
+ </listitem>
+ <listitem>
+ <para>(Expr1): state with entry but no exit action.</para>
+ </listitem>
+ <listitem>
+ <para>(Expr1,Expr2): state with entry and exit action.</para>
+ </listitem>
+ <listitem>
+ <para>(Expr1,Expr2,Attributes): state with entry and exit
+ action, defining some attributes.</para>
+ </listitem>
+ <listitem>
+ <para>(Expr1,Expr2,Attributes,Configure): state with entry and
+ exit action, defining some attributes and flags (standard
+ MSM flags) or deferred events (standard MSM deferred
+ events).</para>
+ </listitem>
+ <listitem>
+ <para>(Expr1,Expr2,Attributes,Configure,Base): state with entry
+ and exit action, defining some attributes, flags and
+ deferred events (plain msm deferred events) and a
+ non-default base state (as defined in standard MSM).</para>
+ </listitem>
+ </itemizedlist></para>
+ </refsect3>
+ <refsect3>
+ <title>BOOST_MSM_EUML_STATE_NAME(state-instance-name)</title>
+ <para>This macro returns the name of the state type generated by
+ BOOST_MSM_EUML_STATE or other state macros. You need this where the type
+ is required (usually using a backend function). For example:</para>
+ <para>
+ <programlisting>fsm.get_state&lt;BOOST_MSM_EUML_STATE_NAME(StringFind)&amp;>().some_state_function();</programlisting>
+ </para>
+ </refsect3>
+ <refsect3>
+ <title>BOOST_MSM_EUML_DECLARE_STATE(build-expression,state-instance-name)</title>
+ <para>Like BOOST_MSM_EUML_STATE but does not provide an instance, simply a
+ type declaration.</para>
+ </refsect3>
+ <refsect3>
+ <title>BOOST_MSM_EUML_DECLARE_INTERRUPT_STATE(build-expression,state-instance-name)</title>
+ <para>Like BOOST_MSM_EUML_INTERRUPT_STATE but does not provide an instance,
+ simply a type declaration.</para>
+ </refsect3>
+ <refsect3>
+ <title>BOOST_MSM_EUML_DECLARE_TERMINATE_STATE(build-expression,state-instance-name)</title>
+ <para>Like BOOST_MSM_EUML_TERMINATE_STATE but does not provide an instance,
+ simply a type declaration.</para>
+ </refsect3>
+ <refsect3>
+ <title>BOOST_MSM_EUML_DECLARE_EXIT_STATE(build-expression,state-instance-name)</title>
+ <para>Like BOOST_MSM_EUML_EXIT_STATE but does not provide an instance,
+ simply a type declaration.</para>
+ </refsect3>
+ <refsect3>
+ <title>BOOST_MSM_EUML_DECLARE_ENTRY_STATE(int
+ region-index,build-expression,state-instance-name)</title>
+ <para>Like BOOST_MSM_EUML_ENTRY_STATE but does not provide an instance,
+ simply a type declaration.</para>
+ </refsect3>
+ <refsect3>
+ <title>BOOST_MSM_EUML_DECLARE_EXPLICIT_ENTRY_STATE(int
+ region-index,build-expression,state-instance-name)</title>
+ <para>Like BOOST_MSM_EUML_EXPLICIT_ENTRY_STATE but does not provide an
+ instance, simply a type declaration.</para>
+ </refsect3>
+ <refsect3>
+ <title>BOOST_MSM_EUML_TRANSITION_TABLE(expression,
+ table-instance-name)</title>
+ <para>This macro declares a transition table type and also declares a const
+ instance of the table which can then be used in a state machine
+ declaration (see BOOST_MSM_EUML_DECLARE_STATE_MACHINE).The expression
+ must follow the <command xlink:href="#reference-stt-grammar">transition
+ table grammar</command>.</para>
+ </refsect3>
+ <refsect3>
+ <title>BOOST_MSM_EUML_DECLARE_TRANSITION_TABLE(iexpression,table-instance-name)</title>
+ <para>Like BOOST_MSM_EUML_TRANSITION_TABLE but does not provide an instance,
+ simply a type declaration.</para>
+ </refsect3>
+ <refsect3>
+ <title>BOOST_MSM_EUML_INTERNAL_TRANSITION_TABLE(expression,
+ table-instance-name)</title>
+ <para>This macro declares a transition table type and also declares a const
+ instance of the table.The expression must follow the <command
+ xlink:href="#reference-stt-grammar">transition table
+ grammar</command>. For the moment, this macro is not used.</para>
+ </refsect3>
+ <refsect3>
+ <title>BOOST_MSM_EUML_DECLARE_INTERNAL_TRANSITION_TABLE(iexpression,table-instance-name)</title>
+ <para>Like BOOST_MSM_EUML_TRANSITION_TABLE but does not provide an instance,
+ simply a type declaration. This is currently the only way to declare an
+ internal transition table with eUML. For example:</para>
+ <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 ,
+ open_close [internal_guard2] / internal_action2
+ ))
+}; </programlisting>
+ </refsect3>
+ </refsect2>
+ </refsect1>
+ </refentry>
+ </part>
+</book>
diff --git a/libs/msm/example/mpl_graph/Jamfile.v2 b/libs/msm/example/mpl_graph/Jamfile.v2
new file mode 100644
index 0000000000..cace3af358
--- /dev/null
+++ b/libs/msm/example/mpl_graph/Jamfile.v2
@@ -0,0 +1,34 @@
+# msm/example/mpl_graph/Jamfile.v2 tests the mpl_graph examples
+#
+# Copyright (c) 2010 Gordon Woodhull
+#
+# Use, modification and distribution is subject to 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)
+
+import testing ;
+
+project msm
+ :
+ requirements
+ <include>.
+ <toolset>gcc:<cxxflags>"-ftemplate-depth-300 -g0"
+ <toolset>darwin:<cxxflags>"-ftemplate-depth-300 -g0"
+ <toolset>intel:<cxxflags>"-g0"
+ <toolset>gcc:<optimization>off
+ <toolset>darwin:<optimization>off
+ <toolset>intel:<optimization>off
+ <library>/boost/test//boost_unit_test_framework/<link>static
+ <library>/boost/serialization//boost_serialization/<link>static
+ ;
+
+
+test-suite msm-unit-tests
+ :
+ [ compile adjacency_list_graph.cpp ]
+ [ compile depth_first_search.cpp ]
+ [ compile breadth_first_search.cpp ]
+ [ compile incidence_list_graph.cpp ]
+ [ compile msm_adaptor.cpp ]
+ ;
+
diff --git a/libs/msm/example/mpl_graph/adjacency_list_graph.cpp b/libs/msm/example/mpl_graph/adjacency_list_graph.cpp
new file mode 100755
index 0000000000..fcf8f2584e
--- /dev/null
+++ b/libs/msm/example/mpl_graph/adjacency_list_graph.cpp
@@ -0,0 +1,82 @@
+// Copyright 2008-2010 Gordon Woodhull
+// 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)
+
+// mplgraph.cpp : Defines the entry point for the console application.
+//
+
+#include <boost/msm/mpl_graph/adjacency_list_graph.hpp>
+#include <boost/msm/mpl_graph/mpl_utils.hpp>
+#include <boost/mpl/equal.hpp>
+
+
+namespace mpl_graph = boost::msm::mpl_graph;
+namespace mpl_utils = mpl_graph::mpl_utils;
+namespace mpl = boost::mpl;
+
+/*
+ test graph and tests are almost identical to incidence_list_graph.cpp
+ A -> B -> C -\--> D
+ \ |--> E
+ \ \--> F
+ \-----/
+ G // except this
+*/
+
+// vertices
+struct A{}; struct B{}; struct C{}; struct D{}; struct E{}; struct F{}; struct G{};
+
+// edges
+struct A_B{}; struct B_C{}; struct C_D{}; struct C_E{}; struct C_F{}; struct B_F{};
+
+typedef mpl::vector<
+ mpl::pair<A, mpl::vector<mpl::pair<A_B, B> > >,
+ mpl::pair<B, mpl::vector<mpl::pair<B_C, C>,
+ mpl::pair<B_F, F> > >,
+ mpl::pair<C, mpl::vector<mpl::pair<C_D, D>,
+ mpl::pair<C_E, E>,
+ mpl::pair<C_F, F> > >,
+ mpl::pair<G, mpl::vector<> > >
+ some_adjacency_list;
+typedef mpl_graph::adjacency_list_graph<some_adjacency_list> some_graph;
+
+BOOST_MPL_ASSERT(( boost::is_same<mpl_graph::source<B_C,some_graph>::type, B> ));
+BOOST_MPL_ASSERT(( boost::is_same<mpl_graph::source<C_D,some_graph>::type, C> ));
+
+BOOST_MPL_ASSERT(( boost::is_same<mpl_graph::target<C_D,some_graph>::type, D> ));
+BOOST_MPL_ASSERT(( boost::is_same<mpl_graph::target<B_F,some_graph>::type, F> ));
+
+
+// shouldn't assume the order but this seems to work
+BOOST_MPL_ASSERT(( mpl_utils::set_equal<mpl_graph::out_edges<C,some_graph>::type, mpl::vector<C_D,C_E,C_F> > ));
+BOOST_MPL_ASSERT(( mpl_utils::set_equal<mpl_graph::out_edges<B,some_graph>::type, mpl::vector<B_C,B_F> > ));
+
+BOOST_MPL_ASSERT_RELATION( (mpl_graph::out_degree<B,some_graph>::value), ==, 2 );
+BOOST_MPL_ASSERT_RELATION( (mpl_graph::out_degree<C,some_graph>::value), ==, 3 );
+
+
+BOOST_MPL_ASSERT(( mpl_utils::set_equal<mpl_graph::in_edges<C,some_graph>::type, mpl::vector<B_C> > ));
+BOOST_MPL_ASSERT(( mpl_utils::set_equal<mpl_graph::in_edges<F,some_graph>::type, mpl::vector<B_F,C_F> > ));
+
+BOOST_MPL_ASSERT_RELATION( (mpl_graph::in_degree<A,some_graph>::value), ==, 0 );
+BOOST_MPL_ASSERT_RELATION( (mpl_graph::in_degree<F,some_graph>::value), ==, 2 );
+
+
+BOOST_MPL_ASSERT_RELATION( (mpl_graph::degree<A,some_graph>::value), ==, 1 );
+BOOST_MPL_ASSERT_RELATION( (mpl_graph::degree<C,some_graph>::value), ==, 4 );
+
+BOOST_MPL_ASSERT(( mpl_utils::set_equal<mpl_graph::adjacent_vertices<A,some_graph>::type, mpl::vector<B> > ));
+BOOST_MPL_ASSERT(( mpl_utils::set_equal<mpl_graph::adjacent_vertices<C,some_graph>::type, mpl::vector<D,E,F> > ));
+
+BOOST_MPL_ASSERT(( mpl_utils::set_equal<mpl_graph::vertices<some_graph>::type, mpl::vector<A,B,C,D,E,F,G> > ));
+
+BOOST_MPL_ASSERT_RELATION( mpl_graph::num_vertices<some_graph>::value, ==, 7 );
+
+BOOST_MPL_ASSERT_RELATION( mpl_graph::num_edges<some_graph>::value, ==, 6 );
+
+
+int main(int argc, char* argv[])
+{
+ return 0;
+}
+
diff --git a/libs/msm/example/mpl_graph/breadth_first_search.cpp b/libs/msm/example/mpl_graph/breadth_first_search.cpp
new file mode 100644
index 0000000000..3b73651ff7
--- /dev/null
+++ b/libs/msm/example/mpl_graph/breadth_first_search.cpp
@@ -0,0 +1,211 @@
+// Copyright 2008-2010 Gordon Woodhull
+// 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/mpl_graph/breadth_first_search.hpp>
+#include <boost/msm/mpl_graph/adjacency_list_graph.hpp>
+#include <boost/msm/mpl_graph/incidence_list_graph.hpp>
+
+#include <iostream>
+
+namespace mpl_graph = boost::msm::mpl_graph;
+namespace mpl = boost::mpl;
+
+// vertices
+struct A{}; struct B{}; struct C{}; struct D{}; struct E{}; struct F{}; struct G{};
+
+// edges
+struct A_B{}; struct B_C{}; struct C_D{}; struct C_E{}; struct C_F{}; struct B_F{};
+
+
+
+/*
+ incidence list test graph:
+ A -> B -> C -\--> D
+ \ |--> E
+ \ \--> F
+ \-----/
+*/
+
+typedef mpl::vector<mpl::vector<A_B,A,B>,
+ mpl::vector<B_C,B,C>,
+ mpl::vector<C_D,C,D>,
+ mpl::vector<C_E,C,E>,
+ mpl::vector<C_F,C,F>,
+ mpl::vector<B_F,B,F> >
+ some_incidence_list;
+typedef mpl_graph::incidence_list_graph<some_incidence_list> some_incidence_list_graph;
+
+
+
+/*
+ adjacency list test graph:
+ A -> B -> C -\--> D
+ \ |--> E
+ \ \--> F
+ \-----/
+ G
+*/
+
+typedef mpl::vector<
+ mpl::pair<A, mpl::vector<mpl::pair<A_B, B> > >,
+ mpl::pair<B, mpl::vector<mpl::pair<B_C, C>,
+ mpl::pair<B_F, F> > >,
+ mpl::pair<C, mpl::vector<mpl::pair<C_D, D>,
+ mpl::pair<C_E, E>,
+ mpl::pair<C_F, F> > >,
+ mpl::pair<G, mpl::vector<> > >
+ some_adjacency_list;
+typedef mpl_graph::adjacency_list_graph<some_adjacency_list> some_adjacency_list_graph;
+
+
+struct preordering_visitor : mpl_graph::bfs_default_visitor_operations {
+ template<typename Vertex, typename Graph, typename State>
+ struct discover_vertex :
+ mpl::push_back<State, Vertex>
+ {};
+};
+
+struct postordering_visitor : mpl_graph::bfs_default_visitor_operations {
+ template<typename Vertex, typename Graph, typename State>
+ struct finish_vertex :
+ mpl::push_back<State, Vertex>
+ {};
+};
+
+struct examine_edge_visitor : mpl_graph::bfs_default_visitor_operations {
+ template<typename Edge, typename Graph, typename State>
+ struct examine_edge :
+ mpl::push_back<State, Edge>
+ {};
+};
+
+struct tree_edge_visitor : mpl_graph::bfs_default_visitor_operations {
+ template<typename Edge, typename Graph, typename State>
+ struct tree_edge :
+ mpl::push_back<State, Edge>
+ {};
+};
+
+// adjacency list tests
+
+// preordering, start from A
+typedef mpl::first<mpl_graph::
+ breadth_first_search<some_adjacency_list_graph,
+ preordering_visitor,
+ mpl::vector<>,
+ A>::type>::type
+ preorder_adj_a;
+BOOST_MPL_ASSERT(( mpl::equal<preorder_adj_a::type, mpl::vector<A,B,C,F,D,E> > ));
+
+// examine edges, start from A
+typedef mpl::first<mpl_graph::
+ breadth_first_search<some_adjacency_list_graph,
+ examine_edge_visitor,
+ mpl::vector<>,
+ A>::type>::type
+ ex_edges_adj_a;
+BOOST_MPL_ASSERT(( mpl::equal<ex_edges_adj_a::type, mpl::vector<A_B,B_C,B_F,C_D,C_E,C_F> > ));
+
+// tree edges, start from A
+typedef mpl::first<mpl_graph::
+ breadth_first_search<some_adjacency_list_graph,
+ tree_edge_visitor,
+ mpl::vector<>,
+ A>::type>::type
+ tree_edges_adj_a;
+BOOST_MPL_ASSERT(( mpl::equal<tree_edges_adj_a::type, mpl::vector<A_B,B_C,B_F,C_D,C_E> > ));
+
+// preordering, search all, default start node (first)
+typedef mpl::first<mpl_graph::
+ breadth_first_search_all<some_adjacency_list_graph,
+ preordering_visitor,
+ mpl::vector<> >::type>::type
+ preorder_adj;
+BOOST_MPL_ASSERT(( mpl::equal<preorder_adj::type, mpl::vector<A,B,C,F,D,E,G> > ));
+
+// postordering, starting at A (same as preordering because BFS fully processes one vertex b4 moving to next)
+typedef mpl::first<mpl_graph::
+ breadth_first_search<some_adjacency_list_graph,
+ postordering_visitor,
+ mpl::vector<>,
+ A>::type>::type
+ postorder_adj_a;
+BOOST_MPL_ASSERT(( mpl::equal<postorder_adj_a::type, mpl::vector<A,B,C,F,D,E> > ));
+
+// postordering, default start node (same as preordering because BFS fully processes one vertex b4 moving to next)
+typedef mpl::first<mpl_graph::
+ breadth_first_search_all<some_adjacency_list_graph,
+ postordering_visitor,
+ mpl::vector<> >::type>::type
+ postorder_adj;
+BOOST_MPL_ASSERT(( mpl::equal<postorder_adj::type, mpl::vector<A,B,C,F,D,E,G> > ));
+
+// preordering starting at C
+typedef mpl::first<mpl_graph::
+ breadth_first_search<some_adjacency_list_graph,
+ preordering_visitor,
+ mpl::vector<>,
+ C>::type>::type
+ preorder_adj_from_c;
+BOOST_MPL_ASSERT(( mpl::equal<preorder_adj_from_c::type, mpl::vector<C,D,E,F> > ));
+
+// preordering, search all, starting at C
+typedef mpl::first<mpl_graph::
+ breadth_first_search_all<some_adjacency_list_graph,
+ preordering_visitor,
+ mpl::vector<>,
+ C>::type>::type
+ preorder_adj_from_c_all;
+BOOST_MPL_ASSERT(( mpl::equal<preorder_adj_from_c_all::type, mpl::vector<C,D,E,F,A,B,G> > ));
+
+
+// incidence list tests
+
+// preordering, start from A
+typedef mpl::first<mpl_graph::
+ breadth_first_search<some_incidence_list_graph,
+ preordering_visitor,
+ mpl::vector<>,
+ A>::type>::type
+ preorder_inc_a;
+BOOST_MPL_ASSERT(( mpl::equal<preorder_inc_a::type, mpl::vector<A,B,C,F,D,E> > ));
+
+// preordering, start from C
+typedef mpl::first<mpl_graph::
+ breadth_first_search<some_incidence_list_graph,
+ preordering_visitor,
+ mpl::vector<>,
+ C>::type>::type
+ preorder_inc_c;
+BOOST_MPL_ASSERT(( mpl::equal<preorder_inc_c::type, mpl::vector<C,D,E,F> > ));
+
+// preordering, default start node (first)
+typedef mpl::first<mpl_graph::
+ breadth_first_search_all<some_incidence_list_graph,
+ preordering_visitor,
+ mpl::vector<> >::type>::type
+ preorder_inc;
+BOOST_MPL_ASSERT(( mpl::equal<preorder_inc::type, mpl::vector<A,B,C,F,D,E> > ));
+
+// postordering, default start node
+typedef mpl::first<mpl_graph::
+ breadth_first_search_all<some_incidence_list_graph,
+ postordering_visitor,
+ mpl::vector<> >::type>::type
+ postorder_inc;
+BOOST_MPL_ASSERT(( mpl::equal<postorder_inc::type, mpl::vector<A,B,C,F,D,E> > ));
+
+// preordering, search all, starting at C
+typedef mpl::first<mpl_graph::
+ breadth_first_search_all<some_incidence_list_graph,
+ preordering_visitor,
+ mpl::vector<>,
+ C>::type>::type
+ preorder_inc_from_c;
+BOOST_MPL_ASSERT(( mpl::equal<preorder_inc_from_c::type, mpl::vector<C,D,E,F,A,B> > ));
+
+
+int main() {
+ return 0;
+} \ No newline at end of file
diff --git a/libs/msm/example/mpl_graph/depth_first_search.cpp b/libs/msm/example/mpl_graph/depth_first_search.cpp
new file mode 100644
index 0000000000..2d6f36e626
--- /dev/null
+++ b/libs/msm/example/mpl_graph/depth_first_search.cpp
@@ -0,0 +1,153 @@
+// Copyright 2008-2010 Gordon Woodhull
+// 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/mpl_graph/depth_first_search.hpp>
+#include <boost/msm/mpl_graph/adjacency_list_graph.hpp>
+#include <boost/msm/mpl_graph/incidence_list_graph.hpp>
+
+#include <iostream>
+
+namespace mpl_graph = boost::msm::mpl_graph;
+namespace mpl = boost::mpl;
+
+// vertices
+struct A{}; struct B{}; struct C{}; struct D{}; struct E{}; struct F{}; struct G{};
+
+// edges
+struct A_B{}; struct B_C{}; struct C_D{}; struct C_E{}; struct C_F{}; struct B_F{};
+
+
+
+/*
+ incidence list test graph:
+ A -> B -> C -\--> D
+ \ |--> E
+ \ \--> F
+ \-----/
+ G
+*/
+
+typedef mpl::vector<mpl::vector<A_B,A,B>,
+ mpl::vector<B_C,B,C>,
+ mpl::vector<C_D,C,D>,
+ mpl::vector<C_E,C,E>,
+ mpl::vector<C_F,C,F>,
+ mpl::vector<B_F,B,F> >
+ some_incidence_list;
+typedef mpl_graph::incidence_list_graph<some_incidence_list> some_incidence_list_graph;
+
+
+
+/*
+ adjacency list test graph:
+ A -> B -> C -\--> D
+ \ |--> E
+ \ \--> F
+ \-----/
+ G
+*/
+
+typedef mpl::vector<
+ mpl::pair<A, mpl::vector<mpl::pair<A_B, B> > >,
+ mpl::pair<B, mpl::vector<mpl::pair<B_C, C>,
+ mpl::pair<B_F, F> > >,
+ mpl::pair<C, mpl::vector<mpl::pair<C_D, D>,
+ mpl::pair<C_E, E>,
+ mpl::pair<C_F, F> > >,
+ mpl::pair<G, mpl::vector<> > >
+ some_adjacency_list;
+typedef mpl_graph::adjacency_list_graph<some_adjacency_list> some_adjacency_list_graph;
+
+
+struct preordering_visitor : mpl_graph::dfs_default_visitor_operations {
+ template<typename Node, typename Graph, typename State>
+ struct discover_vertex :
+ mpl::push_back<State, Node>
+ {};
+};
+
+struct postordering_visitor : mpl_graph::dfs_default_visitor_operations {
+ template<typename Node, typename Graph, typename State>
+ struct finish_vertex :
+ mpl::push_back<State, Node>
+ {};
+};
+
+// adjacency list tests
+
+// preordering, default start node (first)
+typedef mpl::first<mpl_graph::
+ depth_first_search_all<some_adjacency_list_graph,
+ preordering_visitor,
+ mpl::vector<> >::type>::type
+ preorder_adj;
+BOOST_MPL_ASSERT(( mpl::equal<preorder_adj::type, mpl::vector<A,B,C,D,E,F,G> > ));
+
+// postordering, default start node
+typedef mpl::first<mpl_graph::
+ depth_first_search_all<some_adjacency_list_graph,
+ postordering_visitor,
+ mpl::vector<> >::type>::type
+ postorder_adj;
+BOOST_MPL_ASSERT(( mpl::equal<postorder_adj::type, mpl::vector<D,E,F,C,B,A,G> > ));
+
+// preordering all starting at C
+typedef mpl::first<mpl_graph::
+ depth_first_search_all<some_adjacency_list_graph,
+ preordering_visitor,
+ mpl::vector<>,
+ C>::type>::type
+ preorder_adj_all_from_c;
+BOOST_MPL_ASSERT(( mpl::equal<preorder_adj_all_from_c::type, mpl::vector<C,D,E,F,A,B,G> > ));
+
+// preordering just those starting at C
+typedef mpl::first<mpl_graph::
+ depth_first_search<some_adjacency_list_graph,
+ preordering_visitor,
+ mpl::vector<>,
+ C>::type>::type
+ preorder_adj_from_c;
+BOOST_MPL_ASSERT(( mpl::equal<preorder_adj_from_c::type, mpl::vector<C,D,E,F> > ));
+
+
+// incidence list tests
+
+// preordering, default start node (first)
+typedef mpl::first<mpl_graph::
+ depth_first_search_all<some_incidence_list_graph,
+ preordering_visitor,
+ mpl::vector<> >::type>::type
+ preorder_inc;
+BOOST_MPL_ASSERT(( mpl::equal<preorder_inc::type, mpl::vector<A,B,C,D,E,F> > ));
+
+// postordering, default start node
+typedef mpl::first<mpl_graph::
+ depth_first_search_all<some_incidence_list_graph,
+ postordering_visitor,
+ mpl::vector<> >::type>::type
+ postorder_inc;
+BOOST_MPL_ASSERT(( mpl::equal<postorder_inc::type, mpl::vector<D,E,F,C,B,A> > ));
+
+// preordering starting at C
+typedef mpl::first<mpl_graph::
+ depth_first_search_all<some_incidence_list_graph,
+ preordering_visitor,
+ mpl::vector<>,
+ C>::type>::type
+ preorder_inc_all_from_c;
+BOOST_MPL_ASSERT(( mpl::equal<preorder_inc_all_from_c::type, mpl::vector<C,D,E,F,A,B> > ));
+
+// preordering starting at B
+typedef mpl::first<mpl_graph::
+ depth_first_search<some_incidence_list_graph,
+ preordering_visitor,
+ mpl::vector<>,
+ B>::type>::type
+ preorder_inc_from_b;
+BOOST_MPL_ASSERT(( mpl::equal<preorder_inc_from_b::type, mpl::vector<B,C,D,E,F> > ));
+
+
+int main() {
+ return 0;
+} \ No newline at end of file
diff --git a/libs/msm/example/mpl_graph/incidence_list_graph.cpp b/libs/msm/example/mpl_graph/incidence_list_graph.cpp
new file mode 100755
index 0000000000..b8ec78f360
--- /dev/null
+++ b/libs/msm/example/mpl_graph/incidence_list_graph.cpp
@@ -0,0 +1,72 @@
+// Copyright 2008-2010 Gordon Woodhull
+// 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)
+
+// mplgraph.cpp : Defines the entry point for the console application.
+//
+
+#include <boost/msm/mpl_graph/incidence_list_graph.hpp>
+#include <boost/msm/mpl_graph/mpl_utils.hpp>
+
+namespace mpl_graph = boost::msm::mpl_graph;
+namespace mpl_utils = mpl_graph::mpl_utils;
+namespace mpl = boost::mpl;
+/*
+ test graph:
+ A -> B -> C -\--> D
+ \ |--> E
+ \ \--> F
+ \-----/
+*/
+
+// vertices
+struct A{}; struct B{}; struct C{}; struct D{}; struct E{}; struct F{};
+
+// edges
+struct A_B{}; struct B_C{}; struct C_D{}; struct C_E{}; struct C_F{}; struct B_F{};
+
+typedef mpl::vector<mpl::vector<A_B,A,B>,
+ mpl::vector<B_C,B,C>,
+ mpl::vector<C_D,C,D>,
+ mpl::vector<C_E,C,E>,
+ mpl::vector<C_F,C,F>,
+ mpl::vector<B_F,B,F> >
+ some_incidence_list;
+typedef mpl_graph::incidence_list_graph<some_incidence_list> some_graph;
+
+BOOST_MPL_ASSERT(( boost::is_same<mpl_graph::source<B_C,some_graph>::type, B> ));
+BOOST_MPL_ASSERT(( boost::is_same<mpl_graph::source<C_D,some_graph>::type, C> ));
+
+BOOST_MPL_ASSERT(( boost::is_same<mpl_graph::target<C_D,some_graph>::type, D> ));
+BOOST_MPL_ASSERT(( boost::is_same<mpl_graph::target<B_F,some_graph>::type, F> ));
+
+BOOST_MPL_ASSERT(( mpl_utils::set_equal<mpl_graph::out_edges<C,some_graph>::type, mpl::vector<C_D,C_E,C_F> > ));
+BOOST_MPL_ASSERT(( mpl_utils::set_equal<mpl_graph::out_edges<B,some_graph>::type, mpl::vector<B_F,B_C> > ));
+
+BOOST_MPL_ASSERT_RELATION( (mpl_graph::out_degree<B,some_graph>::value), ==, 2 );
+BOOST_MPL_ASSERT_RELATION( (mpl_graph::out_degree<C,some_graph>::value), ==, 3 );
+
+BOOST_MPL_ASSERT(( mpl_utils::set_equal<mpl_graph::in_edges<C,some_graph>::type, mpl::vector<B_C> > ));
+BOOST_MPL_ASSERT(( mpl_utils::set_equal<mpl_graph::in_edges<F,some_graph>::type, mpl::vector<C_F,B_F> > ));
+
+BOOST_MPL_ASSERT_RELATION( (mpl_graph::in_degree<A,some_graph>::value), ==, 0 );
+BOOST_MPL_ASSERT_RELATION( (mpl_graph::in_degree<F,some_graph>::value), ==, 2 );
+
+BOOST_MPL_ASSERT_RELATION( (mpl_graph::degree<A,some_graph>::value), ==, 1 );
+BOOST_MPL_ASSERT_RELATION( (mpl_graph::degree<C,some_graph>::value), ==, 4 );
+
+BOOST_MPL_ASSERT(( mpl_utils::set_equal<mpl_graph::adjacent_vertices<A,some_graph>::type, mpl::vector<B> > ));
+BOOST_MPL_ASSERT(( mpl_utils::set_equal<mpl_graph::adjacent_vertices<C,some_graph>::type, mpl::vector<D,E,F> > ));
+
+BOOST_MPL_ASSERT(( mpl_utils::set_equal<mpl_graph::vertices<some_graph>::type, mpl::vector<A,B,C,D,E,F> > ));
+
+BOOST_MPL_ASSERT_RELATION( mpl_graph::num_vertices<some_graph>::value, ==, 6 );
+
+BOOST_MPL_ASSERT_RELATION( mpl_graph::num_edges<some_graph>::value, ==, 6 );
+
+
+int main(int argc, char* argv[])
+{
+ return 0;
+}
+
diff --git a/libs/msm/example/mpl_graph/msm_adaptor.cpp b/libs/msm/example/mpl_graph/msm_adaptor.cpp
new file mode 100644
index 0000000000..a7edf7651b
--- /dev/null
+++ b/libs/msm/example/mpl_graph/msm_adaptor.cpp
@@ -0,0 +1,264 @@
+// Copyright 2010 Gordon Woodhull
+// modified from MSMv2.10/libs/msm/doc/HTML/examples/SimpleTutorial.cpp
+// for the purpose of showing how to run mpl_graph algorithms on MSMs
+// and distributed same license as source
+// Copyright 2008 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 <iostream>
+// back-end
+#include <boost/msm/back/state_machine.hpp>
+//front-end
+#include <boost/msm/front/state_machine_def.hpp>
+
+// mpl_graph graph implementation and depth first search
+#include <boost/msm/mpl_graph/incidence_list_graph.hpp>
+#include <boost/msm/mpl_graph/depth_first_search.hpp>
+#include <boost/msm/mpl_graph/breadth_first_search.hpp>
+
+namespace msm = boost::msm;
+namespace mpl = boost::mpl;
+
+namespace mpl_graph = boost::msm::mpl_graph;
+
+namespace
+{
+ // events
+ struct play {};
+ struct end_pause {};
+ struct stop {};
+ struct pause {};
+ struct open_close {};
+
+ // A "complicated" event type that carries some data.
+ enum DiskTypeEnum
+ {
+ DISK_CD=0,
+ DISK_DVD=1
+ };
+ struct cd_detected
+ {
+ cd_detected(std::string name, DiskTypeEnum diskType)
+ : name(name),
+ disc_type(diskType)
+ {}
+
+ std::string name;
+ DiskTypeEnum disc_type;
+ };
+
+ // front-end: define the FSM structure
+ struct player_ : public msm::front::state_machine_def<player_>
+ {
+ // The list of FSM states
+ struct Empty : public msm::front::state<>
+ {
+ // every (optional) entry/exit methods get the event passed.
+ 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;}
+ };
+
+ // sm_ptr still supported but deprecated as functors are a much better way to do the same thing
+ struct Stopped : public msm::front::state<msm::front::default_base_state,msm::front::sm_ptr>
+ {
+ 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;}
+ void set_sm_ptr(player_* pl)
+ {
+ m_player=pl;
+ }
+ player_* m_player;
+ };
+
+ struct Playing : public msm::front::state<>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "entering: Playing" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "leaving: Playing" << std::endl;}
+ };
+
+ // state not defining any entry or exit
+ struct Paused : public msm::front::state<>
+ {
+ };
+
+ // the initial state of the player SM. Must be defined
+ typedef Empty initial_state;
+
+ // transition actions
+ void start_playback(play const&) { std::cout << "player::start_playback\n"; }
+ void open_drawer(open_close const&) { std::cout << "player::open_drawer\n"; }
+ void close_drawer(open_close const&) { std::cout << "player::close_drawer\n"; }
+ void store_cd_info(cd_detected const&) { std::cout << "player::store_cd_info\n"; }
+ void stop_playback(stop const&) { std::cout << "player::stop_playback\n"; }
+ void pause_playback(pause const&) { std::cout << "player::pause_playback\n"; }
+ void resume_playback(end_pause const&) { std::cout << "player::resume_playback\n"; }
+ void stop_and_open(open_close const&) { std::cout << "player::stop_and_open\n"; }
+ void stopped_again(stop const&) {std::cout << "player::stopped_again\n";}
+ // guard conditions
+ bool good_disk_format(cd_detected const& evt)
+ {
+ // to test a guard condition, let's say we understand only CDs, not DVD
+ if (evt.disc_type != DISK_CD)
+ {
+ std::cout << "wrong disk, sorry" << std::endl;
+ return false;
+ }
+ return true;
+ }
+ // used to show a transition conflict. This guard will simply deactivate one transition and thus
+ // solve the conflict
+ bool auto_start(cd_detected const&)
+ {
+ return false;
+ }
+
+ 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 >,
+ _row < Stopped , stop , Stopped >,
+ // +---------+-------------+---------+---------------------+----------------------+
+ a_row < Open , open_close , Empty , &p::close_drawer >,
+ // +---------+-------------+---------+---------------------+----------------------+
+ a_row < Empty , open_close , Open , &p::open_drawer >,
+ row < Empty , cd_detected , Stopped , &p::store_cd_info ,&p::good_disk_format >,
+ row < Empty , cd_detected , Playing , &p::store_cd_info ,&p::auto_start >,
+ // +---------+-------------+---------+---------------------+----------------------+
+ 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;
+ }
+
+
+ // transition table is already an incidence list;
+ // select Edge, Source, Target = pair<Start,Event>, Start, Next
+ // making Start part of Edge is necessary because Edge tags have to be unique
+
+ template<typename Row>
+ struct row_to_incidence :
+ mpl::vector<mpl::pair<typename Row::Target, typename Row::Evt>, typename Row::Source, typename Row::Target> {};
+
+ typedef mpl::fold<player_::transition_table,
+ mpl::vector<>,
+ mpl::push_back<mpl::_1, row_to_incidence<mpl::_2> > >::type
+ transition_incidence_list;
+
+ typedef mpl_graph::incidence_list_graph<transition_incidence_list>
+ transition_graph;
+
+ struct preordering_dfs_visitor : mpl_graph::dfs_default_visitor_operations {
+ template<typename Node, typename Graph, typename State>
+ struct discover_vertex :
+ mpl::push_back<State, Node>
+ {};
+ };
+
+ typedef mpl::first<mpl_graph::
+ depth_first_search<transition_graph,
+ preordering_dfs_visitor,
+ mpl::vector<>,
+ player_::initial_state>::type>::type
+ dfs_from_initial_state;
+
+ BOOST_MPL_ASSERT(( mpl::equal<dfs_from_initial_state,
+ mpl::vector<Empty,Open,Stopped,Playing,Paused> > ));
+
+ struct preordering_bfs_visitor : mpl_graph::bfs_default_visitor_operations {
+ template<typename Node, typename Graph, typename State>
+ struct discover_vertex :
+ mpl::push_back<State, Node>
+ {};
+ };
+ typedef mpl::first<mpl_graph::
+ breadth_first_search<transition_graph,
+ preordering_bfs_visitor,
+ mpl::vector<>,
+ player_::initial_state>::type>::type
+ bfs_from_initial_state;
+
+ // yawn, BFS happens to produce the same result as DFS for this example
+ BOOST_MPL_ASSERT(( mpl::equal<bfs_from_initial_state,
+ mpl::vector<Empty,Open,Stopped,Playing,Paused> > ));
+
+ };
+ // Pick a back-end
+ 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;
+ }
+
+
+ void test()
+ {
+ player p;
+ // needed to start the highest-level SM. This will call on_entry and mark the start of the SM
+ p.start();
+ // go to Open, call on_exit on Empty, then action, then on_entry on Open
+ p.process_event(open_close()); pstate(p);
+ p.process_event(open_close()); pstate(p);
+ // will be rejected, wrong disk type
+ p.process_event(
+ cd_detected("louie, louie",DISK_DVD)); pstate(p);
+ p.process_event(
+ cd_detected("louie, louie",DISK_CD)); pstate(p);
+ p.process_event(play());
+
+ // at this point, Play is active
+ p.process_event(pause()); pstate(p);
+ // go back to Playing
+ p.process_event(end_pause()); pstate(p);
+ p.process_event(pause()); pstate(p);
+ p.process_event(stop()); pstate(p);
+ // event leading to the same state
+ // no action method called as it is not present in the transition table
+ p.process_event(stop()); pstate(p);
+ }
+}
+
+int main()
+{
+ test();
+ return 0;
+}
diff --git a/libs/msm/index.html b/libs/msm/index.html
new file mode 100644
index 0000000000..2cf67d38df
--- /dev/null
+++ b/libs/msm/index.html
@@ -0,0 +1,22 @@
+<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN"
+ "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
+
+<html xmlns="http://www.w3.org/1999/xhtml" lang="en" xml:lang="en">
+<head>
+ <title>Boost.MSM Documentation</title>
+ <meta http-equiv="Content-Type" content="text/html; charset=us-ascii" />
+ <meta http-equiv="refresh" content="0; URL=doc/HTML/index.html" />
+</head>
+
+<body>
+ Automatic redirection failed, please go to <a href=
+ "doc/HTML/index.html">doc/HTML/index.html</a>
+<p>© Copyright Christophe Henry, 2010</p>
+ <p>Distributed under the Boost Software License, Version 1.0. (See
+ accompanying file <a href="../../LICENSE_1_0.txt">
+ LICENSE_1_0.txt</a> or copy at
+ <a href="http://www.boost.org/LICENSE_1_0.txt">www.boost.org/LICENSE_1_0.txt</a>)</p>
+
+</body>
+</html>
+
diff --git a/libs/msm/test/Anonymous.cpp b/libs/msm/test/Anonymous.cpp
new file mode 100644
index 0000000000..945d3a061e
--- /dev/null
+++ b/libs/msm/test/Anonymous.cpp
@@ -0,0 +1,182 @@
+// 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 <iostream>
+// back-end
+#include <boost/msm/back/state_machine.hpp>
+//front-end
+#include <boost/msm/front/state_machine_def.hpp>
+
+#define BOOST_TEST_MODULE MyTest
+#include <boost/test/unit_test.hpp>
+
+namespace msm = boost::msm;
+namespace mpl = boost::mpl;
+using namespace boost::msm::front;
+
+namespace
+{
+ // events
+ struct event1 {};
+
+
+ // front-end: define the FSM structure
+ struct my_machine_ : public msm::front::state_machine_def<my_machine_>
+ {
+ unsigned int state2_to_state3_counter;
+ unsigned int state3_to_state4_counter;
+ unsigned int always_true_counter;
+ unsigned int always_false_counter;
+
+ my_machine_():
+ state2_to_state3_counter(0),
+ state3_to_state4_counter(0),
+ always_true_counter(0),
+ always_false_counter(0)
+ {}
+
+ // The list of FSM states
+ struct State1 : public msm::front::state<>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {++entry_counter;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {++exit_counter;}
+ int entry_counter;
+ int exit_counter;
+ };
+ struct State2 : public msm::front::state<>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {++entry_counter;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {++exit_counter;}
+ int entry_counter;
+ int exit_counter;
+ };
+
+ struct State3 : public msm::front::state<>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {++entry_counter;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {++exit_counter;}
+ int entry_counter;
+ int exit_counter;
+ };
+
+ struct State4 : public msm::front::state<>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {++entry_counter;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {++exit_counter;}
+ int entry_counter;
+ int exit_counter;
+ };
+
+ // the initial state of the player SM. Must be defined
+ typedef State1 initial_state;
+
+ // transition actions
+ void State2ToState3(none const&) { ++state2_to_state3_counter; }
+ void State3ToState4(none const&) { ++state3_to_state4_counter; }
+ // guard conditions
+ bool always_true(none const& evt)
+ {
+ ++always_true_counter;
+ return true;
+ }
+ bool always_false(none const& evt)
+ {
+ ++always_false_counter;
+ return false;
+ }
+
+ typedef my_machine_ p; // makes transition table cleaner
+
+ // Transition table for player
+ struct transition_table : mpl::vector<
+ // Start Event Next Action Guard
+ // +---------+-------------+---------+---------------------+----------------------+
+ _row < State1 , none , State2 >,
+ a_row < State2 , none , State3 , &p::State2ToState3 >,
+ // +---------+-------------+---------+---------------------+----------------------+
+ row < State3 , none , State4 , &p::State3ToState4 , &p::always_true >,
+ g_row < State3 , none , State4 , &p::always_false >,
+ _row < State4 , event1 , State1 >
+ // +---------+-------------+---------+---------------------+----------------------+
+ > {};
+ // Replaces the default no-transition response.
+ template <class FSM,class Event>
+ void no_transition(Event const&, FSM&,int)
+ {
+ BOOST_FAIL("no_transition called!");
+ }
+ // init counters
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& fsm)
+ {
+ fsm.template get_state<my_machine_::State1&>().entry_counter=0;
+ fsm.template get_state<my_machine_::State1&>().exit_counter=0;
+ fsm.template get_state<my_machine_::State2&>().entry_counter=0;
+ fsm.template get_state<my_machine_::State2&>().exit_counter=0;
+ fsm.template get_state<my_machine_::State3&>().entry_counter=0;
+ fsm.template get_state<my_machine_::State3&>().exit_counter=0;
+ fsm.template get_state<my_machine_::State4&>().entry_counter=0;
+ fsm.template get_state<my_machine_::State4&>().exit_counter=0;
+ }
+ };
+ // Pick a back-end
+ typedef msm::back::state_machine<my_machine_> my_machine;
+
+ //static char const* const state_names[] = { "State1", "State2", "State3", "State4" };
+
+
+ BOOST_AUTO_TEST_CASE( my_test )
+ {
+ my_machine p;
+
+ // needed to start the highest-level SM. This will call on_entry and mark the start of the SM
+ // in this case it will also immediately trigger all anonymous transitions
+ p.start();
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 3,"State4 should be active"); //State4
+ BOOST_CHECK_MESSAGE(p.get_state<my_machine_::State1&>().exit_counter == 1,"State1 exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<my_machine_::State1&>().entry_counter == 1,"State1 entry not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<my_machine_::State2&>().exit_counter == 1,"State2 exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<my_machine_::State2&>().entry_counter == 1,"State2 entry not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<my_machine_::State3&>().exit_counter == 1,"State3 exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<my_machine_::State3&>().entry_counter == 1,"State3 entry not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<my_machine_::State4&>().entry_counter == 1,"State4 entry not called correctly");
+ BOOST_CHECK_MESSAGE(p.always_true_counter == 1,"guard not called correctly");
+ BOOST_CHECK_MESSAGE(p.always_false_counter == 1,"guard not called correctly");
+ BOOST_CHECK_MESSAGE(p.state2_to_state3_counter == 1,"action not called correctly");
+ BOOST_CHECK_MESSAGE(p.state3_to_state4_counter == 1,"action not called correctly");
+
+
+ // this event will bring us back to the initial state and thus, a new "loop" will be started
+ p.process_event(event1());
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 3,"State4 should be active"); //State4
+ BOOST_CHECK_MESSAGE(p.get_state<my_machine_::State1&>().exit_counter == 2,"State1 exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<my_machine_::State1&>().entry_counter == 2,"State1 entry not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<my_machine_::State2&>().exit_counter == 2,"State2 exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<my_machine_::State2&>().entry_counter == 2,"State2 entry not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<my_machine_::State3&>().exit_counter == 2,"State3 exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<my_machine_::State3&>().entry_counter == 2,"State3 entry not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<my_machine_::State4&>().entry_counter == 2,"State4 entry not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<my_machine_::State4&>().exit_counter == 1,"State4 exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.always_true_counter == 2,"guard not called correctly");
+ BOOST_CHECK_MESSAGE(p.always_false_counter == 2,"guard not called correctly");
+ BOOST_CHECK_MESSAGE(p.state2_to_state3_counter == 2,"action not called correctly");
+ BOOST_CHECK_MESSAGE(p.state3_to_state4_counter == 2,"action not called correctly");
+
+ }
+}
+
diff --git a/libs/msm/test/AnonymousEuml.cpp b/libs/msm/test/AnonymousEuml.cpp
new file mode 100644
index 0000000000..97241ff15e
--- /dev/null
+++ b/libs/msm/test/AnonymousEuml.cpp
@@ -0,0 +1,165 @@
+// 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 <iostream>
+// back-end
+#include <boost/msm/back/state_machine.hpp>
+#include <boost/msm/front/euml/euml.hpp>
+
+#define BOOST_TEST_MODULE MyTest
+#include <boost/test/unit_test.hpp>
+
+namespace msm = boost::msm;
+using namespace boost::msm::front::euml;
+
+namespace
+{
+ // events
+ BOOST_MSM_EUML_EVENT(event1)
+
+ // The list of FSM states
+ BOOST_MSM_EUML_DECLARE_ATTRIBUTE(unsigned int,entry_counter)
+ BOOST_MSM_EUML_DECLARE_ATTRIBUTE(unsigned int,exit_counter)
+
+ BOOST_MSM_EUML_STATE(( ++state_(entry_counter),++state_(exit_counter),attributes_ << entry_counter << exit_counter),State1)
+ BOOST_MSM_EUML_STATE(( ++state_(entry_counter),++state_(exit_counter),attributes_ << entry_counter << exit_counter),State2)
+ BOOST_MSM_EUML_STATE(( ++state_(entry_counter),++state_(exit_counter),attributes_ << entry_counter << exit_counter),State3)
+ BOOST_MSM_EUML_STATE(( ++state_(entry_counter),++state_(exit_counter),attributes_ << entry_counter << exit_counter),State4)
+
+ BOOST_MSM_EUML_DECLARE_ATTRIBUTE(unsigned int,state2_to_state3_counter)
+ BOOST_MSM_EUML_DECLARE_ATTRIBUTE(unsigned int,state3_to_state4_counter)
+ BOOST_MSM_EUML_DECLARE_ATTRIBUTE(unsigned int,always_true_counter)
+ BOOST_MSM_EUML_DECLARE_ATTRIBUTE(unsigned int,always_false_counter)
+
+ // transition actions
+ BOOST_MSM_EUML_ACTION(State2ToState3)
+ {
+ template <class FSM,class EVT,class SourceState,class TargetState>
+ void operator()(EVT const& ,FSM& fsm,SourceState& ,TargetState& )
+ {
+ ++fsm.get_attribute(state2_to_state3_counter);
+ }
+ };
+ BOOST_MSM_EUML_ACTION(State3ToState4)
+ {
+ template <class FSM,class EVT,class SourceState,class TargetState>
+ void operator()(EVT const& ,FSM& fsm,SourceState& ,TargetState& )
+ {
+ ++fsm.get_attribute(state3_to_state4_counter);
+ }
+ };
+ // guard conditions
+ BOOST_MSM_EUML_ACTION(always_true)
+ {
+ template <class FSM,class EVT,class SourceState,class TargetState>
+ bool operator()(EVT const& evt,FSM& fsm,SourceState& ,TargetState& )
+ {
+ ++fsm.get_attribute(always_true_counter);
+ return true;
+ }
+ };
+ BOOST_MSM_EUML_ACTION(always_false)
+ {
+ template <class FSM,class EVT,class SourceState,class TargetState>
+ bool operator()(EVT const& evt,FSM& fsm,SourceState& ,TargetState& )
+ {
+ ++fsm.get_attribute(always_false_counter);
+ return false;
+ }
+ };
+
+ BOOST_MSM_EUML_ACTION(No_Transition)
+ {
+ template <class FSM,class Event>
+ void operator()(Event const&,FSM&,int)
+ {
+ BOOST_FAIL("no_transition called!");
+ }
+ };
+
+ BOOST_MSM_EUML_TRANSITION_TABLE((
+ State2 == State1 ,
+ State3 == State2 / State2ToState3,
+ State4 == State3 [always_true] / State3ToState4,
+ State4 == State3 [always_false],
+ State1 == State4 + event1
+ // +------------------------------------------------------------------------------+
+ ),transition_table)
+
+ // create a state machine "on the fly"
+ BOOST_MSM_EUML_DECLARE_STATE_MACHINE(( transition_table, //STT
+ init_ << State1, // Init State
+ no_action, // Entry
+ no_action, // Exit
+ attributes_ << state2_to_state3_counter << state3_to_state4_counter
+ << always_true_counter << always_false_counter, // Attributes
+ configure_ << no_configure_, // configuration
+ No_Transition // no_transition handler
+ ),
+ my_machine_) //fsm name
+
+ // Pick a back-end
+ typedef msm::back::state_machine<my_machine_> my_machine;
+
+ //static char const* const state_names[] = { "State1", "State2", "State3", "State4" };
+
+ BOOST_AUTO_TEST_CASE( my_test )
+ {
+ my_machine p;
+
+ // needed to start the highest-level SM. This will call on_entry and mark the start of the SM
+ // in this case it will also immediately trigger all anonymous transitions
+ p.start();
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 3,"State4 should be active"); //State4
+ BOOST_CHECK_MESSAGE(p.get_state<BOOST_MSM_EUML_STATE_NAME(State1)&>().get_attribute(exit_counter) == 1,
+ "State1 exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<BOOST_MSM_EUML_STATE_NAME(State1)&>().get_attribute(entry_counter) == 1,
+ "State1 entry not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<BOOST_MSM_EUML_STATE_NAME(State2)&>().get_attribute(exit_counter) == 1,
+ "State2 exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<BOOST_MSM_EUML_STATE_NAME(State2)&>().get_attribute(entry_counter) == 1,
+ "State2 entry not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<BOOST_MSM_EUML_STATE_NAME(State3)&>().get_attribute(exit_counter) == 1,
+ "State3 exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<BOOST_MSM_EUML_STATE_NAME(State3)&>().get_attribute(entry_counter) == 1,
+ "State3 entry not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<BOOST_MSM_EUML_STATE_NAME(State4)&>().get_attribute(entry_counter)== 1,
+ "State4 entry not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_attribute(always_true_counter) == 1,"guard not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_attribute(always_false_counter) == 1,"guard not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_attribute(state2_to_state3_counter) == 1,"action not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_attribute(state3_to_state4_counter) == 1,"action not called correctly");
+
+
+ // this event will bring us back to the initial state and thus, a new "loop" will be started
+ p.process_event(event1);
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 3,"State4 should be active"); //State4
+ BOOST_CHECK_MESSAGE(p.get_state<BOOST_MSM_EUML_STATE_NAME(State1)&>().get_attribute(exit_counter) == 2,
+ "State1 exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<BOOST_MSM_EUML_STATE_NAME(State1)&>().get_attribute(entry_counter) == 2,
+ "State1 entry not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<BOOST_MSM_EUML_STATE_NAME(State2)&>().get_attribute(exit_counter) == 2,
+ "State2 exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<BOOST_MSM_EUML_STATE_NAME(State2)&>().get_attribute(entry_counter) == 2,
+ "State2 entry not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<BOOST_MSM_EUML_STATE_NAME(State3)&>().get_attribute(exit_counter) == 2,
+ "State3 exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<BOOST_MSM_EUML_STATE_NAME(State3)&>().get_attribute(entry_counter) == 2,
+ "State3 entry not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<BOOST_MSM_EUML_STATE_NAME(State4)&>().get_attribute(entry_counter)== 2,
+ "State4 entry not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_attribute(always_true_counter) == 2,"guard not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_attribute(always_false_counter) == 2,"guard not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_attribute(state2_to_state3_counter) == 2,"action not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_attribute(state3_to_state4_counter) == 2,"action not called correctly");
+
+ }
+}
+
diff --git a/libs/msm/test/CompositeEuml.cpp b/libs/msm/test/CompositeEuml.cpp
new file mode 100644
index 0000000000..ce5a2885fe
--- /dev/null
+++ b/libs/msm/test/CompositeEuml.cpp
@@ -0,0 +1,278 @@
+// 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 <iostream>
+#include <boost/msm/back/state_machine.hpp>
+#include <boost/msm/front/euml/euml.hpp>
+
+#define BOOST_TEST_MODULE MyTest
+#include <boost/test/unit_test.hpp>
+
+using namespace std;
+using namespace boost::msm::front::euml;
+namespace msm = boost::msm;
+
+namespace
+{
+ // A "complicated" event type that carries some data.
+ enum DiskTypeEnum
+ {
+ DISK_CD=0,
+ DISK_DVD=1
+ };
+ // events
+ BOOST_MSM_EUML_EVENT(play)
+ BOOST_MSM_EUML_EVENT(end_pause)
+ BOOST_MSM_EUML_EVENT(stop)
+ BOOST_MSM_EUML_EVENT(pause)
+ BOOST_MSM_EUML_EVENT(open_close)
+ BOOST_MSM_EUML_EVENT(next_song)
+ BOOST_MSM_EUML_EVENT(previous_song)
+ BOOST_MSM_EUML_EVENT(region2_evt)
+ // A "complicated" event type that carries some data.
+ BOOST_MSM_EUML_DECLARE_ATTRIBUTE(std::string,cd_name)
+ BOOST_MSM_EUML_DECLARE_ATTRIBUTE(DiskTypeEnum,cd_type)
+ BOOST_MSM_EUML_ATTRIBUTES((attributes_ << cd_name << cd_type ), cd_detected_attributes)
+ BOOST_MSM_EUML_EVENT_WITH_ATTRIBUTES(cd_detected,cd_detected_attributes)
+
+ //states
+ BOOST_MSM_EUML_DECLARE_ATTRIBUTE(unsigned int,entry_counter)
+ BOOST_MSM_EUML_DECLARE_ATTRIBUTE(unsigned int,exit_counter)
+
+ BOOST_MSM_EUML_STATE(( ++state_(entry_counter),++state_(exit_counter),attributes_ << entry_counter << exit_counter),Empty)
+ BOOST_MSM_EUML_STATE(( ++state_(entry_counter),++state_(exit_counter),attributes_ << entry_counter << exit_counter),Open)
+ BOOST_MSM_EUML_STATE(( ++state_(entry_counter),++state_(exit_counter),attributes_ << entry_counter << exit_counter),Stopped)
+ BOOST_MSM_EUML_STATE(( ++state_(entry_counter),++state_(exit_counter),attributes_ << entry_counter << exit_counter),Paused)
+
+ // Playing is now a state machine itself.
+ BOOST_MSM_EUML_DECLARE_ATTRIBUTE(unsigned int,start_next_song_counter)
+ BOOST_MSM_EUML_DECLARE_ATTRIBUTE(unsigned int,start_prev_song_guard_counter)
+ // It has 5 substates
+ BOOST_MSM_EUML_STATE(( ++state_(entry_counter),++state_(exit_counter),attributes_ << entry_counter << exit_counter),Song1)
+ BOOST_MSM_EUML_STATE(( ++state_(entry_counter),++state_(exit_counter),attributes_ << entry_counter << exit_counter),Song2)
+ BOOST_MSM_EUML_STATE(( ++state_(entry_counter),++state_(exit_counter),attributes_ << entry_counter << exit_counter),Song3)
+ BOOST_MSM_EUML_STATE(( ++state_(entry_counter),++state_(exit_counter),attributes_ << entry_counter << exit_counter),Region2State1)
+ BOOST_MSM_EUML_STATE(( ++state_(entry_counter),++state_(exit_counter),attributes_ << entry_counter << exit_counter),Region2State2)
+
+ // Playing has a transition table
+ BOOST_MSM_EUML_TRANSITION_TABLE((
+ // +------------------------------------------------------------------------------+
+ Song2 == Song1 + next_song ,
+ Song1 == Song2 + previous_song [True_()] / ++fsm_(start_prev_song_guard_counter) ,
+ Song3 == Song2 + next_song / ++fsm_(start_next_song_counter) ,
+ Song2 == Song3 + previous_song [True_()] / ++fsm_(start_prev_song_guard_counter) ,
+ Region2State2 == Region2State1 + region2_evt
+ // +------------------------------------------------------------------------------+
+ ),playing_transition_table )
+
+ BOOST_MSM_EUML_DECLARE_STATE_MACHINE( (playing_transition_table, //STT
+ init_ << Song1 << Region2State1, // Init State
+ ++state_(entry_counter), // Entry
+ ++state_(exit_counter), // Exit
+ attributes_ << entry_counter << exit_counter
+ << start_next_song_counter
+ << start_prev_song_guard_counter // Attributes
+ ),Playing_)
+ // choice of back-end
+ typedef msm::back::state_machine<Playing_> Playing_type;
+ Playing_type const Playing;
+
+
+ //fsm
+ BOOST_MSM_EUML_DECLARE_ATTRIBUTE(unsigned int,start_playback_counter)
+ BOOST_MSM_EUML_DECLARE_ATTRIBUTE(unsigned int,can_close_drawer_counter)
+ BOOST_MSM_EUML_DECLARE_ATTRIBUTE(unsigned int,test_fct_counter)
+ BOOST_MSM_EUML_ACTION(No_Transition)
+ {
+ template <class FSM,class Event>
+ void operator()(Event const&,FSM&,int)
+ {
+ BOOST_FAIL("no_transition called!");
+ }
+ };
+ BOOST_MSM_EUML_ACTION(good_disk_format)
+ {
+ template <class FSM,class EVT,class SourceState,class TargetState>
+ bool operator()(EVT const& evt,FSM&,SourceState& ,TargetState& )
+ {
+ if (evt.get_attribute(cd_type)!=DISK_CD)
+ {
+ return false;
+ }
+ return true;
+ }
+ };
+ BOOST_MSM_EUML_TRANSITION_TABLE((
+ Playing == Stopped + play / (++fsm_(start_playback_counter),++fsm_(test_fct_counter) ),
+ Playing == Paused + end_pause ,
+ // +------------------------------------------------------------------------------+
+ Empty == Open + open_close / ++fsm_(can_close_drawer_counter),
+ // +------------------------------------------------------------------------------+
+ Open == Empty + open_close ,
+ Open == Paused + open_close ,
+ Open == Stopped + open_close ,
+ Open == Playing + open_close ,
+ // +------------------------------------------------------------------------------+
+ Paused == Playing + pause ,
+ // +------------------------------------------------------------------------------+
+ Stopped == Playing + stop ,
+ Stopped == Paused + stop ,
+ Stopped == Empty + cd_detected [good_disk_format ||
+ (event_(cd_type)==Int_<DISK_CD>())] / process_(play) ,
+ Stopped == Stopped + stop
+ // +------------------------------------------------------------------------------+
+ ),transition_table)
+
+ BOOST_MSM_EUML_DECLARE_STATE_MACHINE(( transition_table, //STT
+ init_ << Empty, // Init State
+ no_action, // Entry
+ no_action, // Exit
+ attributes_ << start_playback_counter
+ << can_close_drawer_counter << test_fct_counter, // Attributes
+ configure_ << no_configure_, // configuration
+ No_Transition // no_transition handler
+ ),
+ player_) //fsm name
+
+ typedef msm::back::state_machine<player_> player;
+
+// static char const* const state_names[] = { "Stopped", "Paused", "Open", "Empty", "Playing" };
+
+
+ BOOST_AUTO_TEST_CASE( my_test )
+ {
+ player p;
+
+ p.start();
+ BOOST_CHECK_MESSAGE(p.get_state<BOOST_MSM_EUML_STATE_NAME(Empty)&>().get_attribute(entry_counter) == 1,
+ "Empty entry not called correctly");
+
+ p.process_event(open_close());
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 2,"Open should be active"); //Open
+ BOOST_CHECK_MESSAGE(p.get_state<BOOST_MSM_EUML_STATE_NAME(Empty)&>().get_attribute(exit_counter) == 1,
+ "Empty exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<BOOST_MSM_EUML_STATE_NAME(Open)&>().get_attribute(entry_counter) == 1,
+ "Open entry not called correctly");
+
+ p.process_event(open_close());
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 3,"Empty should be active"); //Empty
+ BOOST_CHECK_MESSAGE(p.get_state<BOOST_MSM_EUML_STATE_NAME(Open)&>().get_attribute(exit_counter) == 1,
+ "Open exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<BOOST_MSM_EUML_STATE_NAME(Empty)&>().get_attribute(entry_counter) == 2,
+ "Empty entry not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_attribute(can_close_drawer_counter) == 1,"guard not called correctly");
+
+ p.process_event(
+ cd_detected("louie, louie",DISK_DVD));
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 3,"Empty should be active"); //Empty
+ BOOST_CHECK_MESSAGE(p.get_state<BOOST_MSM_EUML_STATE_NAME(Open)&>().get_attribute(exit_counter) == 1,
+ "Open exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<BOOST_MSM_EUML_STATE_NAME(Empty)&>().get_attribute(entry_counter) == 2,
+ "Empty entry not called correctly");
+
+ p.process_event(
+ cd_detected("louie, louie",DISK_CD));
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 4,"Playing should be active"); //Playing
+ BOOST_CHECK_MESSAGE(p.get_state<BOOST_MSM_EUML_STATE_NAME(Empty)&>().get_attribute(exit_counter) == 2,
+ "Empty exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<BOOST_MSM_EUML_STATE_NAME(Stopped)&>().get_attribute(entry_counter) == 1,
+ "Stopped entry not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<BOOST_MSM_EUML_STATE_NAME(Stopped)&>().get_attribute(exit_counter) == 1,
+ "Stopped exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<Playing_type&>().get_attribute(entry_counter) == 1,
+ "Playing entry not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_attribute(start_playback_counter) == 1,"action not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_attribute(test_fct_counter) == 1,"action not called correctly");
+
+ p.process_event(next_song);
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 4,"Playing should be active"); //Playing
+ BOOST_CHECK_MESSAGE(p.get_state<Playing_type&>().current_state()[0] == 1,"Song2 should be active");
+ BOOST_CHECK_MESSAGE(p.get_state<Playing_type&>().current_state()[1] == 3,"Region2State1 should be active");
+ BOOST_CHECK_MESSAGE(
+ p.get_state<Playing_type&>().get_state<BOOST_MSM_EUML_STATE_NAME(Region2State1)&>().get_attribute(entry_counter) == 1,
+ "Region2State1 entry not called correctly");
+ BOOST_CHECK_MESSAGE(
+ p.get_state<Playing_type&>().get_state<BOOST_MSM_EUML_STATE_NAME(Song2)&>().get_attribute(entry_counter) == 1,
+ "Song2 entry not called correctly");
+ BOOST_CHECK_MESSAGE(
+ p.get_state<Playing_type&>().get_state<BOOST_MSM_EUML_STATE_NAME(Song1)&>().get_attribute(exit_counter) == 1,
+ "Song1 exit not called correctly");
+ BOOST_CHECK_MESSAGE(
+ p.get_state<Playing_type&>().get_attribute(start_next_song_counter) == 0,
+ "submachine action not called correctly");
+
+ p.process_event(next_song);
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 4,"Playing should be active"); //Playing
+ BOOST_CHECK_MESSAGE(p.get_state<Playing_type&>().current_state()[0] == 2,"Song3 should be active");
+ BOOST_CHECK_MESSAGE(
+ p.get_state<Playing_type&>().get_state<BOOST_MSM_EUML_STATE_NAME(Song3)&>().get_attribute(entry_counter) == 1,
+ "Song3 entry not called correctly");
+ BOOST_CHECK_MESSAGE(
+ p.get_state<Playing_type&>().get_state<BOOST_MSM_EUML_STATE_NAME(Song2)&>().get_attribute(exit_counter) == 1,
+ "Song2 exit not called correctly");
+ BOOST_CHECK_MESSAGE(
+ p.get_state<Playing_type&>().get_attribute(start_next_song_counter) == 1,
+ "submachine action not called correctly");
+
+ p.process_event(previous_song);
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 4,"Playing should be active"); //Playing
+ BOOST_CHECK_MESSAGE(p.get_state<Playing_type&>().current_state()[0] == 1,"Song2 should be active");
+ BOOST_CHECK_MESSAGE(
+ p.get_state<Playing_type&>().get_state<BOOST_MSM_EUML_STATE_NAME(Song2)&>().get_attribute(entry_counter) == 2,
+ "Song2 entry not called correctly");
+ BOOST_CHECK_MESSAGE(
+ p.get_state<Playing_type&>().get_state<BOOST_MSM_EUML_STATE_NAME(Song3)&>().get_attribute(exit_counter) == 1,
+ "Song3 exit not called correctly");
+ BOOST_CHECK_MESSAGE(
+ p.get_state<Playing_type&>().get_attribute(start_prev_song_guard_counter) == 1,
+ "submachine guard not called correctly");
+ BOOST_CHECK_MESSAGE(
+ p.get_state<Playing_type&>().get_state<BOOST_MSM_EUML_STATE_NAME(Region2State2)&>().get_attribute(entry_counter) == 0,
+ "Region2State2 entry not called correctly");
+
+
+ p.process_event(pause());
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 1,"Paused should be active"); //Paused
+ BOOST_CHECK_MESSAGE(p.get_state<Playing_type&>().get_attribute(exit_counter) == 1,
+ "Playing exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<BOOST_MSM_EUML_STATE_NAME(Paused)&>().get_attribute(entry_counter) == 1,
+ "Paused entry not called correctly");
+
+ // go back to Playing
+ p.process_event(end_pause());
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 4,"Playing should be active"); //Playing
+ BOOST_CHECK_MESSAGE(p.get_state<BOOST_MSM_EUML_STATE_NAME(Paused)&>().get_attribute(exit_counter) == 1,
+ "Paused exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<Playing_type&>().get_attribute(entry_counter) == 2,
+ "Playing entry not called correctly");
+
+ p.process_event(pause());
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 1,"Paused should be active"); //Paused
+ BOOST_CHECK_MESSAGE(p.get_state<Playing_type&>().get_attribute(exit_counter) == 2,
+ "Playing exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<BOOST_MSM_EUML_STATE_NAME(Paused)&>().get_attribute(entry_counter) == 2,
+ "Paused entry not called correctly");
+
+ p.process_event(stop());
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 0,"Stopped should be active"); //Stopped
+ BOOST_CHECK_MESSAGE(p.get_state<BOOST_MSM_EUML_STATE_NAME(Paused)&>().get_attribute(exit_counter) == 2,
+ "Paused exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<BOOST_MSM_EUML_STATE_NAME(Stopped)&>().get_attribute(entry_counter) == 2,
+ "Stopped entry not called correctly");
+
+ p.process_event(stop());
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 0,"Stopped should be active"); //Stopped
+ BOOST_CHECK_MESSAGE(p.get_state<BOOST_MSM_EUML_STATE_NAME(Stopped)&>().get_attribute(exit_counter) == 2,
+ "Stopped exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<BOOST_MSM_EUML_STATE_NAME(Stopped)&>().get_attribute(entry_counter) == 3,
+ "Stopped entry not called correctly");
+ }
+}
+
diff --git a/libs/msm/test/CompositeMachine.cpp b/libs/msm/test/CompositeMachine.cpp
new file mode 100644
index 0000000000..9d6591b8a8
--- /dev/null
+++ b/libs/msm/test/CompositeMachine.cpp
@@ -0,0 +1,343 @@
+// 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 <iostream>
+// back-end
+#include <boost/msm/back/state_machine.hpp>
+//front-end
+#include <boost/msm/front/state_machine_def.hpp>
+#define BOOST_TEST_MODULE MyTest
+#include <boost/test/unit_test.hpp>
+
+namespace msm = boost::msm;
+namespace mpl = boost::mpl;
+
+namespace
+{
+ // events
+ struct play {};
+ struct end_pause {};
+ struct stop {};
+ struct pause {};
+ struct open_close {};
+ struct NextSong {};
+ struct PreviousSong {};
+ struct cd_detected
+ {
+ cd_detected(std::string name)
+ : name(name)
+ {}
+ std::string name;
+ };
+
+ // front-end: define the FSM structure
+ struct player_ : public msm::front::state_machine_def<player_>
+ {
+ unsigned int start_playback_counter;
+ unsigned int can_close_drawer_counter;
+
+ player_():
+ start_playback_counter(0),
+ can_close_drawer_counter(0)
+ {}
+ // The list of FSM states
+ struct Empty : public msm::front::state<>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {++entry_counter;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {++exit_counter;}
+ int entry_counter;
+ int exit_counter;
+ };
+ struct Open : public msm::front::state<>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {++entry_counter;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {++exit_counter;}
+ int entry_counter;
+ int exit_counter;
+ };
+
+ // sm_ptr still supported but deprecated as functors are a much better way to do the same thing
+ struct Stopped : public msm::front::state<>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {++entry_counter;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {++exit_counter;}
+ int entry_counter;
+ int exit_counter;
+ };
+
+ struct Playing_ : public msm::front::state_machine_def<Playing_>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {++entry_counter;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {++exit_counter;}
+ int entry_counter;
+ int exit_counter;
+ unsigned int start_next_song_counter;
+ unsigned int start_prev_song_guard_counter;
+
+ Playing_():
+ start_next_song_counter(0),
+ start_prev_song_guard_counter(0)
+ {}
+
+ // The list of FSM states
+ struct Song1 : public msm::front::state<>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {++entry_counter;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {++exit_counter;}
+ int entry_counter;
+ int exit_counter;
+ };
+ struct Song2 : public msm::front::state<>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {++entry_counter;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {++exit_counter;}
+ int entry_counter;
+ int exit_counter;
+ };
+ struct Song3 : public msm::front::state<>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {++entry_counter;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {++exit_counter;}
+ int entry_counter;
+ int exit_counter;
+ };
+ // the initial state. Must be defined
+ typedef Song1 initial_state;
+ // transition actions
+ void start_next_song(NextSong const&) {++start_next_song_counter; }
+ void start_prev_song(PreviousSong const&) { }
+ // guard conditions
+ bool start_prev_song_guard(PreviousSong const&) {++start_prev_song_guard_counter;return true; }
+
+ typedef Playing_ pl; // makes transition table cleaner
+ // Transition table for Playing
+ struct transition_table : mpl::vector4<
+ // Start Event Next Action Guard
+ // +---------+-------------+---------+---------------------+----------------------+
+ _row < Song1 , NextSong , Song2 >,
+ row < Song2 , PreviousSong, Song1 , &pl::start_prev_song,&pl::start_prev_song_guard>,
+ a_row < Song2 , NextSong , Song3 , &pl::start_next_song >,
+ g_row < Song3 , PreviousSong, Song2 ,&pl::start_prev_song_guard>
+ // +---------+-------------+---------+---------------------+----------------------+
+ > {};
+ // Replaces the default no-transition response.
+ template <class FSM,class Event>
+ void no_transition(Event const&, FSM&,int)
+ {
+ BOOST_FAIL("no_transition called!");
+ }
+ };
+ // back-end
+ 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& ) {++entry_counter;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {++exit_counter;}
+ int entry_counter;
+ int exit_counter;
+ };
+
+ // the initial state of the player SM. Must be defined
+ typedef Empty initial_state;
+
+ // transition actions
+ void start_playback(play const&) {++start_playback_counter; }
+ void open_drawer(open_close const&) { }
+ void store_cd_info(cd_detected const&) { }
+ 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&){}
+ //guards
+ bool can_close_drawer(open_close const&)
+ {
+ ++can_close_drawer_counter;
+ return true;
+ }
+
+
+ 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 >,
+ _row < Stopped , stop , Stopped >,
+ // +---------+-------------+---------+---------------------+----------------------+
+ g_row < Open , open_close , Empty , &p::can_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)
+ {
+ BOOST_FAIL("no_transition called!");
+ }
+ // init counters
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& fsm)
+ {
+ fsm.template get_state<player_::Stopped&>().entry_counter=0;
+ fsm.template get_state<player_::Stopped&>().exit_counter=0;
+ fsm.template get_state<player_::Open&>().entry_counter=0;
+ fsm.template get_state<player_::Open&>().exit_counter=0;
+ fsm.template get_state<player_::Empty&>().entry_counter=0;
+ fsm.template get_state<player_::Empty&>().exit_counter=0;
+ fsm.template get_state<player_::Playing&>().entry_counter=0;
+ fsm.template get_state<player_::Playing&>().exit_counter=0;
+ fsm.template get_state<player_::Playing&>().template get_state<player_::Playing::Song1&>().entry_counter=0;
+ fsm.template get_state<player_::Playing&>().template get_state<player_::Playing::Song1&>().exit_counter=0;
+ fsm.template get_state<player_::Playing&>().template get_state<player_::Playing::Song2&>().entry_counter=0;
+ fsm.template get_state<player_::Playing&>().template get_state<player_::Playing::Song2&>().exit_counter=0;
+ fsm.template get_state<player_::Playing&>().template get_state<player_::Playing::Song3&>().entry_counter=0;
+ fsm.template get_state<player_::Playing&>().template get_state<player_::Playing::Song3&>().exit_counter=0;
+ fsm.template get_state<player_::Paused&>().entry_counter=0;
+ fsm.template get_state<player_::Paused&>().exit_counter=0;
+ }
+
+ };
+ // Pick a back-end
+ typedef msm::back::state_machine<player_> player;
+
+// static char const* const state_names[] = { "Stopped", "Open", "Empty", "Playing", "Paused" };
+
+
+ BOOST_AUTO_TEST_CASE( my_test )
+ {
+ player p;
+
+ p.start();
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Empty&>().entry_counter == 1,"Empty entry not called correctly");
+
+ p.process_event(open_close());
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 1,"Open should be active"); //Open
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Empty&>().exit_counter == 1,"Empty exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Open&>().entry_counter == 1,"Open entry not called correctly");
+
+ p.process_event(open_close());
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 2,"Empty should be active"); //Empty
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Open&>().exit_counter == 1,"Open exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Empty&>().entry_counter == 2,"Empty entry not called correctly");
+ BOOST_CHECK_MESSAGE(p.can_close_drawer_counter == 1,"guard not called correctly");
+
+ p.process_event(cd_detected("louie, louie"));
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 0,"Stopped should be active"); //Stopped
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Empty&>().exit_counter == 2,"Empty exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Stopped&>().entry_counter == 1,"Stopped entry not called correctly");
+
+ p.process_event(play());
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 3,"Playing should be active"); //Playing
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Stopped&>().exit_counter == 1,"Stopped exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Playing&>().entry_counter == 1,"Playing entry not called correctly");
+ BOOST_CHECK_MESSAGE(p.start_playback_counter == 1,"action not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Playing&>().current_state()[0] == 0,"Song1 should be active");
+ BOOST_CHECK_MESSAGE(
+ p.get_state<player_::Playing&>().get_state<player_::Playing::Song1&>().entry_counter == 1,
+ "Song1 entry not called correctly");
+
+ p.process_event(NextSong());
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 3,"Playing should be active"); //Playing
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Playing&>().current_state()[0] == 1,"Song2 should be active");
+ BOOST_CHECK_MESSAGE(
+ p.get_state<player_::Playing&>().get_state<player_::Playing::Song2&>().entry_counter == 1,
+ "Song2 entry not called correctly");
+ BOOST_CHECK_MESSAGE(
+ p.get_state<player_::Playing&>().get_state<player_::Playing::Song1&>().exit_counter == 1,
+ "Song1 exit not called correctly");
+ BOOST_CHECK_MESSAGE(
+ p.get_state<player_::Playing&>().start_next_song_counter == 0,
+ "submachine action not called correctly");
+
+ p.process_event(NextSong());
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 3,"Playing should be active"); //Playing
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Playing&>().current_state()[0] == 2,"Song3 should be active");
+ BOOST_CHECK_MESSAGE(
+ p.get_state<player_::Playing&>().get_state<player_::Playing::Song3&>().entry_counter == 1,
+ "Song3 entry not called correctly");
+ BOOST_CHECK_MESSAGE(
+ p.get_state<player_::Playing&>().get_state<player_::Playing::Song2&>().exit_counter == 1,
+ "Song2 exit not called correctly");
+ BOOST_CHECK_MESSAGE(
+ p.get_state<player_::Playing&>().start_next_song_counter == 1,
+ "submachine action not called correctly");
+
+ p.process_event(PreviousSong());
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 3,"Playing should be active"); //Playing
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Playing&>().current_state()[0] == 1,"Song2 should be active");
+ BOOST_CHECK_MESSAGE(
+ p.get_state<player_::Playing&>().get_state<player_::Playing::Song2&>().entry_counter == 2,
+ "Song2 entry not called correctly");
+ BOOST_CHECK_MESSAGE(
+ p.get_state<player_::Playing&>().get_state<player_::Playing::Song3&>().exit_counter == 1,
+ "Song3 exit not called correctly");
+ BOOST_CHECK_MESSAGE(
+ p.get_state<player_::Playing&>().start_prev_song_guard_counter == 1,
+ "submachine guard not called correctly");
+
+ p.process_event(pause());
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 4,"Paused should be active"); //Paused
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Playing&>().exit_counter == 1,"Playing exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Paused&>().entry_counter == 1,"Paused entry not called correctly");
+
+ // go back to Playing
+ p.process_event(end_pause());
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 3,"Playing should be active"); //Playing
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Paused&>().exit_counter == 1,"Paused exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Playing&>().entry_counter == 2,"Playing entry not called correctly");
+
+ p.process_event(pause());
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 4,"Paused should be active"); //Paused
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Playing&>().exit_counter == 2,"Playing exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Paused&>().entry_counter == 2,"Paused entry not called correctly");
+
+ p.process_event(stop());
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 0,"Stopped should be active"); //Stopped
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Paused&>().exit_counter == 2,"Paused exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Stopped&>().entry_counter == 2,"Stopped entry not called correctly");
+
+ p.process_event(stop());
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 0,"Stopped should be active"); //Stopped
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Stopped&>().exit_counter == 2,"Stopped exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Stopped&>().entry_counter == 3,"Stopped entry not called correctly");
+ }
+}
+
diff --git a/libs/msm/test/Constructor.cpp b/libs/msm/test/Constructor.cpp
new file mode 100644
index 0000000000..1753339f2f
--- /dev/null
+++ b/libs/msm/test/Constructor.cpp
@@ -0,0 +1,208 @@
+// 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 <iostream>
+// back-end
+#include <boost/msm/back/state_machine.hpp>
+//front-end
+#include <boost/msm/front/state_machine_def.hpp>
+#define BOOST_TEST_MODULE MyTest
+#include <boost/test/unit_test.hpp>
+
+namespace msm = boost::msm;
+namespace mpl = boost::mpl;
+
+namespace
+{
+ // events
+ struct play {};
+ struct end_pause {};
+ struct stop {};
+ struct pause {};
+ struct open_close {};
+
+ // A "complicated" event type that carries some data.
+ enum DiskTypeEnum
+ {
+ DISK_CD=0,
+ DISK_DVD=1
+ };
+ struct cd_detected
+ {
+ cd_detected(std::string name, DiskTypeEnum diskType)
+ : name(name),
+ disc_type(diskType)
+ {}
+
+ std::string name;
+ DiskTypeEnum disc_type;
+ };
+ struct SomeExternalContext
+ {
+ SomeExternalContext(int b):bla(b){}
+ int bla;
+ };
+ // front-end: define the FSM structure
+ struct player_ : public msm::front::state_machine_def<player_>
+ {
+ player_(SomeExternalContext& context,int someint):
+ context_(context),
+ someint_(someint)
+ {}
+
+ SomeExternalContext& context_;
+ int someint_;
+
+ // The list of FSM states
+ struct Empty : public msm::front::state<>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {++entry_counter;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {++exit_counter;}
+ int entry_counter;
+ int exit_counter;
+ };
+ struct Open : public msm::front::state<>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {++entry_counter;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {++exit_counter;}
+ int entry_counter;
+ int exit_counter;
+ };
+
+ // sm_ptr still supported but deprecated as functors are a much better way to do the same thing
+ struct Stopped : public msm::front::state<>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {++entry_counter;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {++exit_counter;}
+ int entry_counter;
+ int exit_counter;
+ };
+
+ struct Playing : public msm::front::state<>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {++entry_counter;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {++exit_counter;}
+ int entry_counter;
+ int exit_counter;
+ };
+
+ // state not defining any entry or exit
+ struct Paused : public msm::front::state<>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {++entry_counter;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {++exit_counter;}
+ int entry_counter;
+ int exit_counter;
+ };
+
+ // 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 store_cd_info(cd_detected const&) { }
+ 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
+ bool good_disk_format(cd_detected const& evt)
+ {
+ // to test a guard condition, let's say we understand only CDs, not DVD
+ if (evt.disc_type != DISK_CD)
+ {
+ return false;
+ }
+ return true;
+ }
+ bool can_close_drawer(open_close const&)
+ {
+ return true;
+ }
+
+ 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 >,
+ _row < Stopped , stop , Stopped >,
+ // +---------+-------------+---------+---------------------+----------------------+
+ g_row < Open , open_close , Empty , &p::can_close_drawer >,
+ // +---------+-------------+---------+---------------------+----------------------+
+ a_row < Empty , open_close , Open , &p::open_drawer >,
+ row < Empty , cd_detected , Stopped , &p::store_cd_info ,&p::good_disk_format >,
+ // +---------+-------------+---------+---------------------+----------------------+
+ 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&, FSM&,int)
+ {
+ BOOST_FAIL("no_transition called!");
+ }
+ // init counters
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& fsm)
+ {
+ fsm.template get_state<player_::Stopped&>().entry_counter=0;
+ fsm.template get_state<player_::Stopped&>().exit_counter=0;
+ fsm.template get_state<player_::Open&>().entry_counter=0;
+ fsm.template get_state<player_::Open&>().exit_counter=0;
+ fsm.template get_state<player_::Empty&>().entry_counter=0;
+ fsm.template get_state<player_::Empty&>().exit_counter=0;
+ fsm.template get_state<player_::Playing&>().entry_counter=0;
+ fsm.template get_state<player_::Playing&>().exit_counter=0;
+ fsm.template get_state<player_::Paused&>().entry_counter=0;
+ fsm.template get_state<player_::Paused&>().exit_counter=0;
+ fsm.context_ = 20;
+ }
+
+ };
+ // Pick a back-end
+ typedef msm::back::state_machine<player_> player;
+
+// static char const* const state_names[] = { "Stopped", "Open", "Empty", "Playing", "Paused" };
+
+
+ BOOST_AUTO_TEST_CASE( my_test )
+ {
+ SomeExternalContext ctx(3);
+ player p(boost::ref(ctx),5);
+ BOOST_CHECK_MESSAGE(p.context_.bla == 3,"wrong value passed");
+ BOOST_CHECK_MESSAGE(p.someint_ == 5,"wrong value passed");
+ ctx.bla = 10;
+ BOOST_CHECK_MESSAGE(p.context_.bla == 10,"error with reference");
+ p.start();
+ BOOST_CHECK_MESSAGE(p.context_.bla == 20,"error with fsm entry behavior");
+ }
+}
+
diff --git a/libs/msm/test/Entries.cpp b/libs/msm/test/Entries.cpp
new file mode 100644
index 0000000000..e18fc731bb
--- /dev/null
+++ b/libs/msm/test/Entries.cpp
@@ -0,0 +1,295 @@
+// 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 <iostream>
+// back-end
+#include <boost/msm/back/state_machine.hpp>
+//front-end
+#include <boost/msm/front/state_machine_def.hpp>
+#define BOOST_TEST_MODULE MyTest
+#include <boost/test/unit_test.hpp>
+
+namespace msm = boost::msm;
+namespace mpl = boost::mpl;
+
+namespace
+{
+ // events
+ struct event1 {};
+ struct event2 {};
+ struct event3 {};
+ struct event4 {};
+ struct event5 {};
+ struct event6
+ {
+ event6(){}
+ template <class Event>
+ event6(Event const&){}
+ };
+ // front-end: define the FSM structure
+ struct Fsm_ : public msm::front::state_machine_def<Fsm_>
+ {
+ // The list of FSM states
+ struct State1 : public msm::front::state<>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {++entry_counter;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {++exit_counter;}
+ int entry_counter;
+ int exit_counter;
+ };
+ struct State2 : public msm::front::state<>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {++entry_counter;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {++exit_counter;}
+ int entry_counter;
+ int exit_counter;
+ };
+ struct SubFsm2_ : public msm::front::state_machine_def<SubFsm2_>
+ {
+ typedef msm::back::state_machine<SubFsm2_> SubFsm2;
+
+ unsigned int entry_action_counter;
+
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {++entry_counter;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {++exit_counter;}
+ int entry_counter;
+ int exit_counter;
+
+ struct SubState1 : public msm::front::state<>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {++entry_counter;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {++exit_counter;}
+ int entry_counter;
+ int exit_counter;
+ };
+ struct SubState1b : public msm::front::state<>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {++entry_counter;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {++exit_counter;}
+ int entry_counter;
+ int exit_counter;
+ };
+ struct SubState2 : public msm::front::state<> , public msm::front::explicit_entry<0>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {++entry_counter;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {++exit_counter;}
+ int entry_counter;
+ int exit_counter;
+ };
+ struct SubState2b : public msm::front::state<> , public msm::front::explicit_entry<1>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {++entry_counter;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {++exit_counter;}
+ int entry_counter;
+ int exit_counter;
+ };
+ // test with a pseudo entry
+ struct PseudoEntry1 : public msm::front::entry_pseudo_state<0>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {++entry_counter;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {++exit_counter;}
+ int entry_counter;
+ int exit_counter;
+ };
+ struct SubState3 : public msm::front::state<>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {++entry_counter;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {++exit_counter;}
+ int entry_counter;
+ int exit_counter;
+ };
+ struct PseudoExit1 : public msm::front::exit_pseudo_state<event6>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {++entry_counter;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {++exit_counter;}
+ int entry_counter;
+ int exit_counter;
+ };
+ // action methods
+ void entry_action(event4 const&)
+ {
+ ++entry_action_counter;
+ }
+ // the initial state. Must be defined
+ typedef mpl::vector<SubState1,SubState1b> initial_state;
+
+ typedef mpl::vector<SubState2b> explicit_creation;
+
+ // Transition table for SubFsm2
+ struct transition_table : mpl::vector<
+ // Start Event Next Action Guard
+ // +--------------+-------------+------------+------------------------+----------------------+
+ a_row < PseudoEntry1 , event4 , SubState3 ,&SubFsm2_::entry_action >,
+ _row < SubState2 , event6 , SubState1 >,
+ _row < SubState3 , event5 , PseudoExit1 >
+ // +--------------+-------------+------------+------------------------+----------------------+
+ > {};
+ // Replaces the default no-transition response.
+ template <class FSM,class Event>
+ void no_transition(Event const& e, FSM&,int state)
+ {
+ BOOST_FAIL("no_transition called!");
+ }
+ };
+ typedef msm::back::state_machine<SubFsm2_> SubFsm2;
+
+ // the initial state of the player SM. Must be defined
+ typedef State1 initial_state;
+
+ // transition actions
+ // guard conditions
+
+ // Transition table for Fsm
+ struct transition_table : mpl::vector<
+ // Start Event Next Action Guard
+ // +---------------------+--------+------------------------------------+-------+--------+
+ _row < State1 , event1 , SubFsm2 >,
+ _row < State1 , event2 , SubFsm2::direct<SubFsm2_::SubState2> >,
+ _row < State1 , event3 , mpl::vector<SubFsm2::direct<SubFsm2_::SubState2>,
+ SubFsm2::direct<SubFsm2_::SubState2b> > >,
+ _row < State1 , event4 , SubFsm2::entry_pt
+ <SubFsm2_::PseudoEntry1> >,
+ // +---------------------+--------+------------------------------------+-------+--------+
+ _row < SubFsm2 , event1 , State1 >,
+ _row < SubFsm2::exit_pt
+ <SubFsm2_::PseudoExit1>, event6 , State2 >
+ // +---------------------+--------+------------------------------------+-------+--------+
+ > {};
+
+ // Replaces the default no-transition response.
+ template <class FSM,class Event>
+ void no_transition(Event const& e, FSM&,int state)
+ {
+ BOOST_FAIL("no_transition called!");
+ }
+ // init counters
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& fsm)
+ {
+ fsm.template get_state<Fsm_::State1&>().entry_counter=0;
+ fsm.template get_state<Fsm_::State1&>().exit_counter=0;
+ fsm.template get_state<Fsm_::State2&>().entry_counter=0;
+ fsm.template get_state<Fsm_::State2&>().exit_counter=0;
+ fsm.template get_state<Fsm_::SubFsm2&>().entry_counter=0;
+ fsm.template get_state<Fsm_::SubFsm2&>().exit_counter=0;
+ fsm.template get_state<Fsm_::SubFsm2&>().entry_action_counter=0;
+ fsm.template get_state<Fsm_::SubFsm2&>().template get_state<Fsm_::SubFsm2::SubState1&>().entry_counter=0;
+ fsm.template get_state<Fsm_::SubFsm2&>().template get_state<Fsm_::SubFsm2::SubState1&>().exit_counter=0;
+ fsm.template get_state<Fsm_::SubFsm2&>().template get_state<Fsm_::SubFsm2::SubState1b&>().entry_counter=0;
+ fsm.template get_state<Fsm_::SubFsm2&>().template get_state<Fsm_::SubFsm2::SubState1b&>().exit_counter=0;
+ fsm.template get_state<Fsm_::SubFsm2&>().template get_state<Fsm_::SubFsm2::SubState2&>().entry_counter=0;
+ fsm.template get_state<Fsm_::SubFsm2&>().template get_state<Fsm_::SubFsm2::SubState2&>().exit_counter=0;
+ fsm.template get_state<Fsm_::SubFsm2&>().template get_state<Fsm_::SubFsm2::SubState2b&>().entry_counter=0;
+ fsm.template get_state<Fsm_::SubFsm2&>().template get_state<Fsm_::SubFsm2::SubState2b&>().exit_counter=0;
+ fsm.template get_state<Fsm_::SubFsm2&>().template get_state<Fsm_::SubFsm2::SubState3&>().entry_counter=0;
+ fsm.template get_state<Fsm_::SubFsm2&>().template get_state<Fsm_::SubFsm2::SubState3&>().exit_counter=0;
+ fsm.template get_state<Fsm_::SubFsm2&>().template get_state<Fsm_::SubFsm2::PseudoEntry1&>().entry_counter=0;
+ fsm.template get_state<Fsm_::SubFsm2&>().template get_state<Fsm_::SubFsm2::PseudoEntry1&>().exit_counter=0;
+ fsm.template get_state<Fsm_::SubFsm2&>().template get_state<Fsm_::SubFsm2::exit_pt<SubFsm2_::PseudoExit1>&>().entry_counter=0;
+ fsm.template get_state<Fsm_::SubFsm2&>().template get_state<Fsm_::SubFsm2::exit_pt<SubFsm2_::PseudoExit1>&>().exit_counter=0;
+
+ }
+ };
+ typedef msm::back::state_machine<Fsm_> Fsm;
+// static char const* const state_names[] = { "State1", "SubFsm2","State2" };
+
+
+ BOOST_AUTO_TEST_CASE( my_test )
+ {
+ Fsm p;
+
+ p.start();
+ BOOST_CHECK_MESSAGE(p.get_state<Fsm_::State1&>().entry_counter == 1,"State1 entry not called correctly");
+
+ p.process_event(event1());
+ p.process_event(event1());
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 0,"State1 should be active");
+ BOOST_CHECK_MESSAGE(p.get_state<Fsm_::State1&>().exit_counter == 1,"State1 exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<Fsm_::State1&>().entry_counter == 2,"State1 entry not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<Fsm_::SubFsm2&>().exit_counter == 1,"SubFsm2 exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<Fsm_::SubFsm2&>().entry_counter == 1,"SubFsm2 entry not called correctly");
+
+ p.process_event(event2());
+ p.process_event(event6());
+ p.process_event(event1());
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 0,"State1 should be active");
+ BOOST_CHECK_MESSAGE(p.get_state<Fsm_::State1&>().exit_counter == 2,"State1 exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<Fsm_::State1&>().entry_counter == 3,"State1 entry not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<Fsm_::SubFsm2&>().exit_counter == 2,"SubFsm2 exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<Fsm_::SubFsm2&>().entry_counter == 2,"SubFsm2 entry not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<Fsm_::SubFsm2&>().get_state<Fsm_::SubFsm2_::SubState2&>().entry_counter == 1,
+ "SubFsm2::SubState2 entry not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<Fsm_::SubFsm2&>().get_state<Fsm_::SubFsm2_::SubState2&>().exit_counter == 1,
+ "SubFsm2::SubState2 exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<Fsm_::SubFsm2&>().get_state<Fsm_::SubFsm2_::SubState1&>().entry_counter == 2,
+ "SubFsm2::SubState1 entry not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<Fsm_::SubFsm2&>().get_state<Fsm_::SubFsm2_::SubState1&>().exit_counter == 2,
+ "SubFsm2::SubState1 exit not called correctly");
+
+ p.process_event(event3());
+ p.process_event(event1());
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 0,"State1 should be active");
+ BOOST_CHECK_MESSAGE(p.get_state<Fsm_::State1&>().exit_counter == 3,"State1 exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<Fsm_::State1&>().entry_counter == 4,"State1 entry not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<Fsm_::SubFsm2&>().exit_counter == 3,"SubFsm2 exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<Fsm_::SubFsm2&>().entry_counter == 3,"SubFsm2 entry not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<Fsm_::SubFsm2&>().get_state<Fsm_::SubFsm2_::SubState2&>().entry_counter == 2,
+ "SubFsm2::SubState2 entry not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<Fsm_::SubFsm2&>().get_state<Fsm_::SubFsm2_::SubState2&>().exit_counter == 2,
+ "SubFsm2::SubState2 exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<Fsm_::SubFsm2&>().get_state<Fsm_::SubFsm2_::SubState2b&>().entry_counter == 1,
+ "SubFsm2::SubState2b entry not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<Fsm_::SubFsm2&>().get_state<Fsm_::SubFsm2_::SubState2b&>().exit_counter == 1,
+ "SubFsm2::SubState2b exit not called correctly");
+
+ p.process_event(event4());
+ p.process_event(event5());
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 2,"State2 should be active");
+ BOOST_CHECK_MESSAGE(p.get_state<Fsm_::State1&>().exit_counter == 4,"State1 exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<Fsm_::State2&>().entry_counter == 1,"State2 entry not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<Fsm_::SubFsm2&>().exit_counter == 4,"SubFsm2 exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<Fsm_::SubFsm2&>().entry_counter == 4,"SubFsm2 entry not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<Fsm_::SubFsm2&>().get_state<Fsm_::SubFsm2_::PseudoEntry1&>().entry_counter == 1,
+ "SubFsm2::PseudoEntry1 entry not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<Fsm_::SubFsm2&>().get_state<Fsm_::SubFsm2_::PseudoEntry1&>().exit_counter == 1,
+ "SubFsm2::PseudoEntry1 exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<Fsm_::SubFsm2&>().get_state<Fsm_::SubFsm2_::SubState3&>().entry_counter == 1,
+ "SubFsm2::SubState3 entry not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<Fsm_::SubFsm2&>().get_state<Fsm_::SubFsm2_::SubState3&>().exit_counter == 1,
+ "SubFsm2::SubState3 exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<Fsm_::SubFsm2&>().get_state<Fsm_::SubFsm2::exit_pt<Fsm_::SubFsm2_::PseudoExit1>&>().entry_counter == 1,
+ "SubFsm2::PseudoExit1 entry not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<Fsm_::SubFsm2&>().get_state<Fsm_::SubFsm2::exit_pt<Fsm_::SubFsm2_::PseudoExit1>&>().exit_counter == 1,
+ "SubFsm2::PseudoExit1 exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<Fsm_::SubFsm2&>().entry_action_counter == 1,"Action not called correctly");
+
+ }
+}
+
diff --git a/libs/msm/test/History.cpp b/libs/msm/test/History.cpp
new file mode 100644
index 0000000000..927720cf8d
--- /dev/null
+++ b/libs/msm/test/History.cpp
@@ -0,0 +1,354 @@
+// 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 <iostream>
+// back-end
+#include <boost/msm/back/state_machine.hpp>
+//front-end
+#include <boost/msm/front/state_machine_def.hpp>
+#define BOOST_TEST_MODULE MyTest
+#include <boost/test/unit_test.hpp>
+
+namespace msm = boost::msm;
+namespace mpl = boost::mpl;
+
+namespace
+{
+ // events
+ struct play {};
+ struct end_pause {};
+ struct stop {};
+ struct pause {};
+ struct open_close {};
+ struct NextSong {};
+ struct PreviousSong {};
+ struct cd_detected
+ {
+ cd_detected(std::string name)
+ : name(name)
+ {}
+ std::string name;
+ };
+
+ // front-end: define the FSM structure
+ struct player_ : public msm::front::state_machine_def<player_>
+ {
+ unsigned int start_playback_counter;
+ unsigned int can_close_drawer_counter;
+
+ player_():
+ start_playback_counter(0),
+ can_close_drawer_counter(0)
+ {}
+ // The list of FSM states
+ struct Empty : public msm::front::state<>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {++entry_counter;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {++exit_counter;}
+ int entry_counter;
+ int exit_counter;
+ };
+ struct Open : public msm::front::state<>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {++entry_counter;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {++exit_counter;}
+ int entry_counter;
+ int exit_counter;
+ };
+
+ // sm_ptr still supported but deprecated as functors are a much better way to do the same thing
+ struct Stopped : public msm::front::state<>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {++entry_counter;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {++exit_counter;}
+ int entry_counter;
+ int exit_counter;
+ };
+
+ struct Playing_ : public msm::front::state_machine_def<Playing_>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {++entry_counter;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {++exit_counter;}
+ int entry_counter;
+ int exit_counter;
+ unsigned int start_next_song_counter;
+ unsigned int start_prev_song_guard_counter;
+
+ Playing_():
+ start_next_song_counter(0),
+ start_prev_song_guard_counter(0)
+ {}
+
+ // The list of FSM states
+ struct Song1 : public msm::front::state<>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {++entry_counter;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {++exit_counter;}
+ int entry_counter;
+ int exit_counter;
+ };
+ struct Song2 : public msm::front::state<>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {++entry_counter;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {++exit_counter;}
+ int entry_counter;
+ int exit_counter;
+ };
+ struct Song3 : public msm::front::state<>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {++entry_counter;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {++exit_counter;}
+ int entry_counter;
+ int exit_counter;
+ };
+ // the initial state. Must be defined
+ typedef Song1 initial_state;
+ // transition actions
+ void start_next_song(NextSong const&) {++start_next_song_counter; }
+ void start_prev_song(PreviousSong const&) { }
+ // guard conditions
+ bool start_prev_song_guard(PreviousSong const&) {++start_prev_song_guard_counter;return true; }
+
+ typedef Playing_ pl; // makes transition table cleaner
+ // Transition table for Playing
+ struct transition_table : mpl::vector4<
+ // Start Event Next Action Guard
+ // +---------+-------------+---------+---------------------+----------------------+
+ _row < Song1 , NextSong , Song2 >,
+ row < Song2 , PreviousSong, Song1 , &pl::start_prev_song,&pl::start_prev_song_guard>,
+ a_row < Song2 , NextSong , Song3 , &pl::start_next_song >,
+ g_row < Song3 , PreviousSong, Song2 ,&pl::start_prev_song_guard>
+ // +---------+-------------+---------+---------------------+----------------------+
+ > {};
+ // Replaces the default no-transition response.
+ template <class FSM,class Event>
+ void no_transition(Event const&, FSM&,int)
+ {
+ BOOST_FAIL("no_transition called!");
+ }
+ };
+ // back-end
+ typedef msm::back::state_machine<Playing_,msm::back::ShallowHistory<mpl::vector<end_pause> > > 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& ) {++entry_counter;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {++exit_counter;}
+ int entry_counter;
+ int exit_counter;
+ };
+
+ // the initial state of the player SM. Must be defined
+ typedef Empty initial_state;
+
+ // transition actions
+ void start_playback(play const&) {++start_playback_counter; }
+ void open_drawer(open_close const&) { }
+ void store_cd_info(cd_detected const&) { }
+ 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&){}
+ //guards
+ bool can_close_drawer(open_close const&)
+ {
+ ++can_close_drawer_counter;
+ return true;
+ }
+
+
+ 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 >,
+ _row < Stopped , stop , Stopped >,
+ // +---------+-------------+---------+---------------------+----------------------+
+ g_row < Open , open_close , Empty , &p::can_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)
+ {
+ BOOST_FAIL("no_transition called!");
+ }
+ // init counters
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& fsm)
+ {
+ fsm.template get_state<player_::Stopped&>().entry_counter=0;
+ fsm.template get_state<player_::Stopped&>().exit_counter=0;
+ fsm.template get_state<player_::Open&>().entry_counter=0;
+ fsm.template get_state<player_::Open&>().exit_counter=0;
+ fsm.template get_state<player_::Empty&>().entry_counter=0;
+ fsm.template get_state<player_::Empty&>().exit_counter=0;
+ fsm.template get_state<player_::Playing&>().entry_counter=0;
+ fsm.template get_state<player_::Playing&>().exit_counter=0;
+ fsm.template get_state<player_::Playing&>().template get_state<player_::Playing::Song1&>().entry_counter=0;
+ fsm.template get_state<player_::Playing&>().template get_state<player_::Playing::Song1&>().exit_counter=0;
+ fsm.template get_state<player_::Playing&>().template get_state<player_::Playing::Song2&>().entry_counter=0;
+ fsm.template get_state<player_::Playing&>().template get_state<player_::Playing::Song2&>().exit_counter=0;
+ fsm.template get_state<player_::Playing&>().template get_state<player_::Playing::Song3&>().entry_counter=0;
+ fsm.template get_state<player_::Playing&>().template get_state<player_::Playing::Song3&>().exit_counter=0;
+ fsm.template get_state<player_::Paused&>().entry_counter=0;
+ fsm.template get_state<player_::Paused&>().exit_counter=0;
+ }
+
+ };
+ // Pick a back-end
+ typedef msm::back::state_machine<player_> player;
+
+// static char const* const state_names[] = { "Stopped", "Open", "Empty", "Playing", "Paused" };
+
+
+ BOOST_AUTO_TEST_CASE( my_test )
+ {
+ player p;
+
+ p.start();
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Empty&>().entry_counter == 1,"Empty entry not called correctly");
+
+ p.process_event(open_close());
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 1,"Open should be active"); //Open
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Empty&>().exit_counter == 1,"Empty exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Open&>().entry_counter == 1,"Open entry not called correctly");
+
+ p.process_event(open_close());
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 2,"Empty should be active"); //Empty
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Open&>().exit_counter == 1,"Open exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Empty&>().entry_counter == 2,"Empty entry not called correctly");
+ BOOST_CHECK_MESSAGE(p.can_close_drawer_counter == 1,"guard not called correctly");
+
+ p.process_event(cd_detected("louie, louie"));
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 0,"Stopped should be active"); //Stopped
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Empty&>().exit_counter == 2,"Empty exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Stopped&>().entry_counter == 1,"Stopped entry not called correctly");
+
+ p.process_event(play());
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 3,"Playing should be active"); //Playing
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Stopped&>().exit_counter == 1,"Stopped exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Playing&>().entry_counter == 1,"Playing entry not called correctly");
+ BOOST_CHECK_MESSAGE(p.start_playback_counter == 1,"action not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Playing&>().current_state()[0] == 0,"Song1 should be active");
+ BOOST_CHECK_MESSAGE(
+ p.get_state<player_::Playing&>().get_state<player_::Playing::Song1&>().entry_counter == 1,
+ "Song1 entry not called correctly");
+
+ p.process_event(NextSong());
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 3,"Playing should be active"); //Playing
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Playing&>().current_state()[0] == 1,"Song2 should be active");
+ BOOST_CHECK_MESSAGE(
+ p.get_state<player_::Playing&>().get_state<player_::Playing::Song2&>().entry_counter == 1,
+ "Song2 entry not called correctly");
+ BOOST_CHECK_MESSAGE(
+ p.get_state<player_::Playing&>().get_state<player_::Playing::Song1&>().exit_counter == 1,
+ "Song1 exit not called correctly");
+ BOOST_CHECK_MESSAGE(
+ p.get_state<player_::Playing&>().start_next_song_counter == 0,
+ "submachine action not called correctly");
+
+ p.process_event(NextSong());
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 3,"Playing should be active"); //Playing
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Playing&>().current_state()[0] == 2,"Song3 should be active");
+ BOOST_CHECK_MESSAGE(
+ p.get_state<player_::Playing&>().get_state<player_::Playing::Song3&>().entry_counter == 1,
+ "Song3 entry not called correctly");
+ BOOST_CHECK_MESSAGE(
+ p.get_state<player_::Playing&>().get_state<player_::Playing::Song2&>().exit_counter == 1,
+ "Song2 exit not called correctly");
+ BOOST_CHECK_MESSAGE(
+ p.get_state<player_::Playing&>().start_next_song_counter == 1,
+ "submachine action not called correctly");
+
+ p.process_event(PreviousSong());
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 3,"Playing should be active"); //Playing
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Playing&>().current_state()[0] == 1,"Song2 should be active");
+ BOOST_CHECK_MESSAGE(
+ p.get_state<player_::Playing&>().get_state<player_::Playing::Song2&>().entry_counter == 2,
+ "Song2 entry not called correctly");
+ BOOST_CHECK_MESSAGE(
+ p.get_state<player_::Playing&>().get_state<player_::Playing::Song3&>().exit_counter == 1,
+ "Song3 exit not called correctly");
+ BOOST_CHECK_MESSAGE(
+ p.get_state<player_::Playing&>().start_prev_song_guard_counter == 1,
+ "submachine guard not called correctly");
+
+ p.process_event(pause());
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 4,"Paused should be active"); //Paused
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Playing&>().exit_counter == 1,"Playing exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Paused&>().entry_counter == 1,"Paused entry not called correctly");
+
+ // go back to Playing
+ p.process_event(end_pause());
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 3,"Playing should be active"); //Playing
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Paused&>().exit_counter == 1,"Paused exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Playing&>().entry_counter == 2,"Playing entry not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Playing&>().current_state()[0] == 1,"Song2 should be active");
+ BOOST_CHECK_MESSAGE(
+ p.get_state<player_::Playing&>().get_state<player_::Playing::Song2&>().entry_counter == 3,
+ "Song2 entry not called correctly");
+
+ p.process_event(pause());
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 4,"Paused should be active"); //Paused
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Playing&>().exit_counter == 2,"Playing exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Paused&>().entry_counter == 2,"Paused entry not called correctly");
+
+ p.process_event(stop());
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 0,"Stopped should be active"); //Stopped
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Paused&>().exit_counter == 2,"Paused exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Stopped&>().entry_counter == 2,"Stopped entry not called correctly");
+
+ p.process_event(stop());
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 0,"Stopped should be active"); //Stopped
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Stopped&>().exit_counter == 2,"Stopped exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Stopped&>().entry_counter == 3,"Stopped entry not called correctly");
+
+ p.process_event(play());
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Playing&>().current_state()[0] == 0,"Song1 should be active");
+ BOOST_CHECK_MESSAGE(
+ p.get_state<player_::Playing&>().get_state<player_::Playing::Song1&>().entry_counter == 2,
+ "Song1 entry not called correctly");
+
+ }
+}
+
diff --git a/libs/msm/test/Jamfile.v2 b/libs/msm/test/Jamfile.v2
new file mode 100644
index 0000000000..af7aad0c6a
--- /dev/null
+++ b/libs/msm/test/Jamfile.v2
@@ -0,0 +1,49 @@
+# test/Jamfile.v2 controls building of MSM Library unit tests
+#
+# Copyright (c) 2010 Christophe Henry
+#
+# Use, modification and distribution is subject to 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)
+
+import testing ;
+
+project msm
+ :
+ requirements
+ <include>.
+ <toolset>gcc:<cxxflags>"-ftemplate-depth-300 -g0"
+ <toolset>darwin:<cxxflags>"-ftemplate-depth-300 -g0"
+ <toolset>intel:<cxxflags>"-g0"
+ <toolset>gcc:<optimization>off
+ <toolset>darwin:<optimization>off
+ <toolset>intel:<optimization>off
+ <library>/boost/test//boost_unit_test_framework/<link>static
+ <library>/boost/serialization//boost_serialization/<link>static
+ ;
+
+test-suite msm-unit-tests
+ :
+ [ run Anonymous.cpp ]
+ [ run AnonymousEuml.cpp ]
+ [ run CompositeEuml.cpp ]
+ [ run CompositeMachine.cpp ]
+ [ run Constructor.cpp ]
+ [ run Entries.cpp ]
+ [ run History.cpp ]
+ [ run OrthogonalDeferred.cpp ]
+ [ run OrthogonalDeferred2.cpp ]
+ [ run OrthogonalDeferredEuml.cpp ]
+ [ run SimpleEuml.cpp ]
+ [ run SimpleEuml2.cpp ]
+ [ run SimpleInternal.cpp ]
+ [ run SimpleInternalEuml.cpp ]
+ [ run SimpleInternalFunctors.cpp ]
+ [ run SimpleMachine.cpp ]
+ [ run SimpleWithFunctors.cpp ]
+ [ run Serialize.cpp ]
+ [ run SerializeWithHistory.cpp ]
+ [ run SerializeSimpleEuml.cpp ]
+ [ run TestConstructor.cpp ]
+ ;
+
diff --git a/libs/msm/test/OrthogonalDeferred.cpp b/libs/msm/test/OrthogonalDeferred.cpp
new file mode 100644
index 0000000000..f184de89b6
--- /dev/null
+++ b/libs/msm/test/OrthogonalDeferred.cpp
@@ -0,0 +1,486 @@
+// 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 <iostream>
+// back-end
+#include <boost/msm/back/state_machine.hpp>
+//front-end
+#include <boost/msm/front/state_machine_def.hpp>
+#define BOOST_TEST_MODULE MyTest
+#include <boost/test/unit_test.hpp>
+
+namespace msm = boost::msm;
+namespace mpl = boost::mpl;
+
+namespace
+{
+ // events
+ struct play {};
+ struct end_pause {};
+ struct stop {};
+ struct pause {};
+ struct open_close {};
+ struct NextSong {};
+ struct PreviousSong {};
+ struct error_found {};
+ struct end_error {};
+ struct do_terminate {};
+
+ // Flags. Allow information about a property of the current state
+ struct PlayingPaused{};
+ struct CDLoaded {};
+ struct FirstSongPlaying {};
+
+ // A "complicated" event type that carries some data.
+ struct cd_detected
+ {
+ cd_detected(std::string name)
+ : name(name)
+ {}
+
+ std::string name;
+ };
+
+ // front-end: define the FSM structure
+ struct player_ : public msm::front::state_machine_def<player_>
+ {
+ unsigned int start_playback_counter;
+ unsigned int can_close_drawer_counter;
+ unsigned int report_error_counter;
+ unsigned int report_end_error_counter;
+
+ player_():
+ start_playback_counter(0),
+ can_close_drawer_counter(0),
+ report_error_counter(0),
+ report_end_error_counter(0)
+ {}
+ // The list of FSM states
+ struct Empty : public msm::front::state<>
+ {
+ typedef mpl::vector<play> deferred_events;
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {++entry_counter;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {++exit_counter;}
+ int entry_counter;
+ int exit_counter;
+ };
+ struct Open : public msm::front::state<>
+ {
+ typedef mpl::vector<play> deferred_events;
+ typedef mpl::vector1<CDLoaded> flag_list;
+
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {++entry_counter;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {++exit_counter;}
+ int entry_counter;
+ int exit_counter;
+ };
+
+ struct Stopped : public msm::front::state<>
+ {
+ typedef mpl::vector1<CDLoaded> flag_list;
+
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {++entry_counter;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {++exit_counter;}
+ int entry_counter;
+ int exit_counter;
+ };
+
+ // the player state machine contains a state which is himself a state machine
+ // as you see, no need to declare it anywhere so Playing can be developed separately
+ // by another team in another module. For simplicity I just declare it inside player
+ struct Playing_ : public msm::front::state_machine_def<Playing_>
+ {
+ // when playing, the CD is loaded and we are in either pause or playing (duh)
+ typedef mpl::vector2<PlayingPaused,CDLoaded> flag_list;
+
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {++entry_counter;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {++exit_counter;}
+ int entry_counter;
+ int exit_counter;
+ unsigned int start_next_song_counter;
+ unsigned int start_prev_song_guard_counter;
+
+ Playing_():
+ start_next_song_counter(0),
+ start_prev_song_guard_counter(0)
+ {}
+
+ // The list of FSM states
+ struct Song1 : public msm::front::state<>
+ {
+ typedef mpl::vector1<FirstSongPlaying> flag_list;
+
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {++entry_counter;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {++exit_counter;}
+ int entry_counter;
+ int exit_counter;
+ };
+ struct Song2 : public msm::front::state<>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {++entry_counter;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {++exit_counter;}
+ int entry_counter;
+ int exit_counter;
+ };
+ struct Song3 : public msm::front::state<>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {++entry_counter;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {++exit_counter;}
+ int entry_counter;
+ int exit_counter;
+ };
+ // the initial state. Must be defined
+ typedef Song1 initial_state;
+ // transition actions
+ void start_next_song(NextSong const&) {++start_next_song_counter; }
+ void start_prev_song(PreviousSong const&) { }
+ // guard conditions
+ bool start_prev_song_guard(PreviousSong const&) {++start_prev_song_guard_counter;return true; }
+
+ typedef Playing_ pl; // makes transition table cleaner
+ // Transition table for Playing
+ struct transition_table : mpl::vector4<
+ // Start Event Next Action Guard
+ // +---------+-------------+---------+---------------------+----------------------+
+ _row < Song1 , NextSong , Song2 >,
+ row < Song2 , PreviousSong, Song1 , &pl::start_prev_song,&pl::start_prev_song_guard>,
+ a_row < Song2 , NextSong , Song3 , &pl::start_next_song >,
+ g_row < Song3 , PreviousSong, Song2 ,&pl::start_prev_song_guard>
+ // +---------+-------------+---------+---------------------+----------------------+
+ > {};
+ // Replaces the default no-transition response.
+ template <class FSM,class Event>
+ void no_transition(Event const&, FSM&,int)
+ {
+ BOOST_FAIL("no_transition called!");
+ }
+ };
+ // back-end
+ typedef msm::back::state_machine<Playing_> Playing;
+
+ // state not defining any entry or exit
+ struct Paused : public msm::front::state<>
+ {
+ typedef mpl::vector2<PlayingPaused,CDLoaded> flag_list;
+
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {++entry_counter;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {++exit_counter;}
+ int entry_counter;
+ int exit_counter;
+ };
+ struct AllOk : public msm::front::state<>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {++entry_counter;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {++exit_counter;}
+ int entry_counter;
+ int exit_counter;
+ };
+ // this state is also made terminal so that all the events are blocked
+ struct ErrorMode : //public msm::front::terminate_state<> // ErrorMode terminates the state machine
+ public msm::front::interrupt_state<end_error> // ErroMode just interrupts. Will resume if
+ // the event end_error is generated
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {++entry_counter;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {++exit_counter;}
+ int entry_counter;
+ int exit_counter;
+ };
+ struct ErrorTerminate : public msm::front::terminate_state<> // terminates the state machine
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {++entry_counter;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {++exit_counter;}
+ int entry_counter;
+ int exit_counter;
+ };
+ // the initial state of the player SM. Must be defined
+ typedef mpl::vector<Empty,AllOk> initial_state;
+
+ // transition actions
+ void start_playback(play const&) {++start_playback_counter; }
+ void open_drawer(open_close const&) { }
+ void store_cd_info(cd_detected const&) { }
+ 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&){}
+ void report_error(error_found const&) {++report_error_counter;}
+ void report_end_error(end_error const&) {++report_end_error_counter;}
+
+ //guards
+ bool can_close_drawer(open_close const&)
+ {
+ ++can_close_drawer_counter;
+ return true;
+ }
+ 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 >,
+ _row < Stopped , stop , Stopped >,
+ // +---------+-------------+---------+---------------------+----------------------+
+ g_row < Open , open_close , Empty , &p::can_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 >,
+ // +---------+-------------+---------+---------------------+----------------------+
+ a_row < AllOk , error_found ,ErrorMode, &p::report_error >,
+ a_row <ErrorMode, end_error ,AllOk , &p::report_end_error >,
+ _row < AllOk , do_terminate,ErrorTerminate >
+ // +---------+-------------+---------+---------------------+----------------------+
+ > {};
+
+ // Replaces the default no-transition response.
+ template <class FSM,class Event>
+ void no_transition(Event const& e, FSM&,int state)
+ {
+ BOOST_FAIL("no_transition called!");
+ }
+ // init counters
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& fsm)
+ {
+ fsm.template get_state<player_::Stopped&>().entry_counter=0;
+ fsm.template get_state<player_::Stopped&>().exit_counter=0;
+ fsm.template get_state<player_::Open&>().entry_counter=0;
+ fsm.template get_state<player_::Open&>().exit_counter=0;
+ fsm.template get_state<player_::Empty&>().entry_counter=0;
+ fsm.template get_state<player_::Empty&>().exit_counter=0;
+ fsm.template get_state<player_::Playing&>().entry_counter=0;
+ fsm.template get_state<player_::Playing&>().exit_counter=0;
+ fsm.template get_state<player_::Playing&>().template get_state<player_::Playing::Song1&>().entry_counter=0;
+ fsm.template get_state<player_::Playing&>().template get_state<player_::Playing::Song1&>().exit_counter=0;
+ fsm.template get_state<player_::Playing&>().template get_state<player_::Playing::Song2&>().entry_counter=0;
+ fsm.template get_state<player_::Playing&>().template get_state<player_::Playing::Song2&>().exit_counter=0;
+ fsm.template get_state<player_::Playing&>().template get_state<player_::Playing::Song3&>().entry_counter=0;
+ fsm.template get_state<player_::Playing&>().template get_state<player_::Playing::Song3&>().exit_counter=0;
+ fsm.template get_state<player_::Paused&>().entry_counter=0;
+ fsm.template get_state<player_::Paused&>().exit_counter=0;
+ fsm.template get_state<player_::AllOk&>().entry_counter=0;
+ fsm.template get_state<player_::AllOk&>().exit_counter=0;
+ fsm.template get_state<player_::ErrorMode&>().entry_counter=0;
+ fsm.template get_state<player_::ErrorMode&>().exit_counter=0;
+ fsm.template get_state<player_::ErrorTerminate&>().entry_counter=0;
+ fsm.template get_state<player_::ErrorTerminate&>().exit_counter=0;
+ }
+ };
+ // Pick a back-end
+ typedef msm::back::state_machine<player_> player;
+
+ //static char const* const state_names[] = { "Stopped", "Open", "Empty", "Playing", "Paused","AllOk","ErrorMode" };
+
+ BOOST_AUTO_TEST_CASE( my_test )
+ {
+ player p;
+ // needed to start the highest-level SM. This will call on_entry and mark the start of the SM
+ p.start();
+ // test deferred event
+ // deferred in Empty and Open, will be handled only after event cd_detected
+ p.process_event(play());
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 2,"Empty should be active"); //Empty
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Open&>().exit_counter == 0,"Open exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Playing&>().entry_counter == 0,"Playing entry not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Empty&>().entry_counter == 1,"Empty entry not called correctly");
+ //flags
+ BOOST_CHECK_MESSAGE(p.is_flag_active<CDLoaded>() == false,"CDLoaded should not be active");
+
+ p.process_event(open_close());
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 1,"Open should be active"); //Open
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Empty&>().exit_counter == 1,"Empty exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Open&>().entry_counter == 1,"Open entry not called correctly");
+
+ p.process_event(open_close());
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 2,"Empty should be active"); //Empty
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Open&>().exit_counter == 1,"Open exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Empty&>().entry_counter == 2,"Empty entry not called correctly");
+ BOOST_CHECK_MESSAGE(p.can_close_drawer_counter == 1,"guard not called correctly");
+
+ //deferred event should have been processed
+ p.process_event(cd_detected("louie, louie"));
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 3,"Playing should be active"); //Playing
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Empty&>().exit_counter == 2,"Empty exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Stopped&>().entry_counter == 1,"Stopped entry not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Stopped&>().exit_counter == 1,"Stopped exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Playing&>().entry_counter == 1,"Playing entry not called correctly");
+ BOOST_CHECK_MESSAGE(p.start_playback_counter == 1,"action not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Playing&>().current_state()[0] == 0,"Song1 should be active");
+ BOOST_CHECK_MESSAGE(
+ p.get_state<player_::Playing&>().get_state<player_::Playing::Song1&>().entry_counter == 1,
+ "Song1 entry not called correctly");
+
+ //flags
+ BOOST_CHECK_MESSAGE(p.is_flag_active<PlayingPaused>() == true,"PlayingPaused should be active");
+ BOOST_CHECK_MESSAGE(p.is_flag_active<FirstSongPlaying>() == true,"FirstSongPlaying should be active");
+
+
+ p.process_event(NextSong());
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 3,"Playing should be active"); //Playing
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Playing&>().current_state()[0] == 1,"Song2 should be active");
+ BOOST_CHECK_MESSAGE(
+ p.get_state<player_::Playing&>().get_state<player_::Playing::Song2&>().entry_counter == 1,
+ "Song2 entry not called correctly");
+ BOOST_CHECK_MESSAGE(
+ p.get_state<player_::Playing&>().get_state<player_::Playing::Song1&>().exit_counter == 1,
+ "Song1 exit not called correctly");
+ BOOST_CHECK_MESSAGE(
+ p.get_state<player_::Playing&>().start_next_song_counter == 0,
+ "submachine action not called correctly");
+
+ p.process_event(NextSong());
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 3,"Playing should be active"); //Playing
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Playing&>().current_state()[0] == 2,"Song3 should be active");
+ BOOST_CHECK_MESSAGE(
+ p.get_state<player_::Playing&>().get_state<player_::Playing::Song3&>().entry_counter == 1,
+ "Song3 entry not called correctly");
+ BOOST_CHECK_MESSAGE(
+ p.get_state<player_::Playing&>().get_state<player_::Playing::Song2&>().exit_counter == 1,
+ "Song2 exit not called correctly");
+ BOOST_CHECK_MESSAGE(
+ p.get_state<player_::Playing&>().start_next_song_counter == 1,
+ "submachine action not called correctly");
+
+ p.process_event(PreviousSong());
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 3,"Playing should be active"); //Playing
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Playing&>().current_state()[0] == 1,"Song2 should be active");
+ BOOST_CHECK_MESSAGE(
+ p.get_state<player_::Playing&>().get_state<player_::Playing::Song2&>().entry_counter == 2,
+ "Song2 entry not called correctly");
+ BOOST_CHECK_MESSAGE(
+ p.get_state<player_::Playing&>().get_state<player_::Playing::Song3&>().exit_counter == 1,
+ "Song3 exit not called correctly");
+ BOOST_CHECK_MESSAGE(
+ p.get_state<player_::Playing&>().start_prev_song_guard_counter == 1,
+ "submachine guard not called correctly");
+ //flags
+ BOOST_CHECK_MESSAGE(p.is_flag_active<PlayingPaused>() == true,"PlayingPaused should be active");
+ BOOST_CHECK_MESSAGE(p.is_flag_active<FirstSongPlaying>() == false,"FirstSongPlaying should not be active");
+
+ p.process_event(pause());
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 4,"Paused should be active"); //Paused
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Playing&>().exit_counter == 1,"Playing exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Paused&>().entry_counter == 1,"Paused entry not called correctly");
+ //flags
+ BOOST_CHECK_MESSAGE(p.is_flag_active<PlayingPaused>() == true,"PlayingPaused should be active");
+
+ // go back to Playing
+ p.process_event(end_pause());
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 3,"Playing should be active"); //Playing
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Paused&>().exit_counter == 1,"Paused exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Playing&>().entry_counter == 2,"Playing entry not called correctly");
+
+ p.process_event(pause());
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 4,"Paused should be active"); //Paused
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Playing&>().exit_counter == 2,"Playing exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Paused&>().entry_counter == 2,"Paused entry not called correctly");
+
+ p.process_event(stop());
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 0,"Stopped should be active"); //Stopped
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Paused&>().exit_counter == 2,"Paused exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Stopped&>().entry_counter == 2,"Stopped entry not called correctly");
+ //flags
+ BOOST_CHECK_MESSAGE(p.is_flag_active<PlayingPaused>() == false,"PlayingPaused should not be active");
+ BOOST_CHECK_MESSAGE(p.is_flag_active<CDLoaded>() == true,"CDLoaded should be active");
+ //BOOST_CHECK_MESSAGE(p.is_flag_active<CDLoaded,player::Flag_AND>() == false,"CDLoaded with AND should not be active");
+
+ p.process_event(stop());
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 0,"Stopped should be active"); //Stopped
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Stopped&>().exit_counter == 2,"Stopped exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Stopped&>().entry_counter == 3,"Stopped entry not called correctly");
+
+ //test interrupt
+ BOOST_CHECK_MESSAGE(p.current_state()[1] == 5,"AllOk should be active"); //AllOk
+ p.process_event(error_found());
+ BOOST_CHECK_MESSAGE(p.current_state()[1] == 6,"ErrorMode should be active"); //ErrorMode
+ BOOST_CHECK_MESSAGE(p.get_state<player_::AllOk&>().exit_counter == 1,"AllOk exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<player_::ErrorMode&>().entry_counter == 1,"ErrorMode entry not called correctly");
+
+ // try generating more events
+ p.process_event(play());
+ BOOST_CHECK_MESSAGE(p.current_state()[1] == 6,"ErrorMode should be active"); //ErrorMode
+ BOOST_CHECK_MESSAGE(p.get_state<player_::AllOk&>().exit_counter == 1,"AllOk exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<player_::ErrorMode&>().entry_counter == 1,"ErrorMode entry not called correctly");
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 0,"Stopped should be active"); //Stopped
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Stopped&>().exit_counter == 2,"Stopped exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Stopped&>().entry_counter == 3,"Stopped entry not called correctly");
+
+ p.process_event(end_error());
+ BOOST_CHECK_MESSAGE(p.current_state()[1] == 5,"AllOk should be active"); //AllOk
+ BOOST_CHECK_MESSAGE(p.get_state<player_::ErrorMode&>().exit_counter == 1,"ErrorMode exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<player_::AllOk&>().entry_counter == 2,"AllOk entry not called correctly");
+
+ p.process_event(play());
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 3,"Playing should be active"); //Playing
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Stopped&>().exit_counter == 3,"Stopped exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Playing&>().entry_counter == 3,"Playing entry not called correctly");
+
+ //test terminate
+ BOOST_CHECK_MESSAGE(p.current_state()[1] == 5,"AllOk should be active"); //AllOk
+ p.process_event(do_terminate());
+ BOOST_CHECK_MESSAGE(p.current_state()[1] == 7,"ErrorTerminate should be active"); //ErrorTerminate
+ BOOST_CHECK_MESSAGE(p.get_state<player_::AllOk&>().exit_counter == 2,"AllOk exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<player_::ErrorTerminate&>().entry_counter == 1,"ErrorTerminate entry not called correctly");
+
+ // try generating more events
+ p.process_event(stop());
+ BOOST_CHECK_MESSAGE(p.current_state()[1] == 7,"ErrorTerminate should be active"); //ErrorTerminate
+ BOOST_CHECK_MESSAGE(p.get_state<player_::ErrorTerminate&>().exit_counter == 0,"ErrorTerminate exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 3,"Playing should be active"); //Playing
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Playing&>().exit_counter == 2,"Playing exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Stopped&>().entry_counter == 3,"Stopped entry not called correctly");
+
+ p.process_event(end_error());
+ BOOST_CHECK_MESSAGE(p.current_state()[1] == 7,"ErrorTerminate should be active"); //ErrorTerminate
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 3,"Playing should be active"); //Playing
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Playing&>().exit_counter == 2,"Playing exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Stopped&>().entry_counter == 3,"Stopped entry not called correctly");
+
+ p.process_event(stop());
+ BOOST_CHECK_MESSAGE(p.current_state()[1] == 7,"ErrorTerminate should be active"); //ErrorTerminate
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 3,"Playing should be active"); //Playing
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Playing&>().exit_counter == 2,"Playing exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Stopped&>().entry_counter == 3,"Stopped entry not called correctly");
+
+ }
+}
+
diff --git a/libs/msm/test/OrthogonalDeferred2.cpp b/libs/msm/test/OrthogonalDeferred2.cpp
new file mode 100644
index 0000000000..8486b3ca54
--- /dev/null
+++ b/libs/msm/test/OrthogonalDeferred2.cpp
@@ -0,0 +1,493 @@
+// 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 <iostream>
+// back-end
+#include <boost/msm/back/state_machine.hpp>
+//front-end
+#include <boost/msm/front/state_machine_def.hpp>
+#include <boost/msm/front/functor_row.hpp>
+
+#define BOOST_TEST_MODULE MyTest
+#include <boost/test/unit_test.hpp>
+
+namespace msm = boost::msm;
+namespace mpl = boost::mpl;
+using namespace boost::msm::front;
+
+namespace
+{
+ // events
+ struct play {};
+ struct end_pause {};
+ struct stop {};
+ struct pause {};
+ struct open_close {};
+ struct NextSong {};
+ struct PreviousSong {};
+ struct error_found {};
+ struct end_error {};
+ struct do_terminate {};
+
+ // Flags. Allow information about a property of the current state
+ struct PlayingPaused{};
+ struct CDLoaded {};
+ struct FirstSongPlaying {};
+
+ // A "complicated" event type that carries some data.
+ struct cd_detected
+ {
+ cd_detected(std::string name)
+ : name(name)
+ {}
+
+ std::string name;
+ };
+
+ // front-end: define the FSM structure
+ struct player_ : public msm::front::state_machine_def<player_>
+ {
+ // we want deferred events and no state requires deferred events (only the fsm in the
+ // transition table), so the fsm does.
+ typedef int activate_deferred_events;
+
+ unsigned int start_playback_counter;
+ unsigned int can_close_drawer_counter;
+ unsigned int report_error_counter;
+ unsigned int report_end_error_counter;
+
+ player_():
+ start_playback_counter(0),
+ can_close_drawer_counter(0),
+ report_error_counter(0),
+ report_end_error_counter(0)
+ {}
+ // The list of FSM states
+ struct Empty : public msm::front::state<>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {++entry_counter;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {++exit_counter;}
+ int entry_counter;
+ int exit_counter;
+ };
+ struct Open : public msm::front::state<>
+ {
+ typedef mpl::vector1<CDLoaded> flag_list;
+
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {++entry_counter;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {++exit_counter;}
+ int entry_counter;
+ int exit_counter;
+ };
+
+ struct Stopped : public msm::front::state<>
+ {
+ typedef mpl::vector1<CDLoaded> flag_list;
+
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {++entry_counter;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {++exit_counter;}
+ int entry_counter;
+ int exit_counter;
+ };
+
+ // the player state machine contains a state which is himself a state machine
+ // as you see, no need to declare it anywhere so Playing can be developed separately
+ // by another team in another module. For simplicity I just declare it inside player
+ struct Playing_ : public msm::front::state_machine_def<Playing_>
+ {
+ // when playing, the CD is loaded and we are in either pause or playing (duh)
+ typedef mpl::vector2<PlayingPaused,CDLoaded> flag_list;
+
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {++entry_counter;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {++exit_counter;}
+ int entry_counter;
+ int exit_counter;
+ unsigned int start_next_song_counter;
+ unsigned int start_prev_song_guard_counter;
+
+ Playing_():
+ start_next_song_counter(0),
+ start_prev_song_guard_counter(0)
+ {}
+
+ // The list of FSM states
+ struct Song1 : public msm::front::state<>
+ {
+ typedef mpl::vector1<FirstSongPlaying> flag_list;
+
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {++entry_counter;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {++exit_counter;}
+ int entry_counter;
+ int exit_counter;
+ };
+ struct Song2 : public msm::front::state<>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {++entry_counter;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {++exit_counter;}
+ int entry_counter;
+ int exit_counter;
+ };
+ struct Song3 : public msm::front::state<>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {++entry_counter;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {++exit_counter;}
+ int entry_counter;
+ int exit_counter;
+ };
+ // the initial state. Must be defined
+ typedef Song1 initial_state;
+ // transition actions
+ void start_next_song(NextSong const&) {++start_next_song_counter; }
+ void start_prev_song(PreviousSong const&) { }
+ // guard conditions
+ bool start_prev_song_guard(PreviousSong const&) {++start_prev_song_guard_counter;return true; }
+
+ typedef Playing_ pl; // makes transition table cleaner
+ // Transition table for Playing
+ struct transition_table : mpl::vector4<
+ // Start Event Next Action Guard
+ // +---------+-------------+---------+---------------------+----------------------+
+ _row < Song1 , NextSong , Song2 >,
+ row < Song2 , PreviousSong, Song1 , &pl::start_prev_song,&pl::start_prev_song_guard>,
+ a_row < Song2 , NextSong , Song3 , &pl::start_next_song >,
+ g_row < Song3 , PreviousSong, Song2 ,&pl::start_prev_song_guard>
+ // +---------+-------------+---------+---------------------+----------------------+
+ > {};
+ // Replaces the default no-transition response.
+ template <class FSM,class Event>
+ void no_transition(Event const&, FSM&,int)
+ {
+ BOOST_FAIL("no_transition called!");
+ }
+ };
+ // back-end
+ typedef msm::back::state_machine<Playing_> Playing;
+
+ // state not defining any entry or exit
+ struct Paused : public msm::front::state<>
+ {
+ typedef mpl::vector2<PlayingPaused,CDLoaded> flag_list;
+
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {++entry_counter;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {++exit_counter;}
+ int entry_counter;
+ int exit_counter;
+ };
+ struct AllOk : public msm::front::state<>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {++entry_counter;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {++exit_counter;}
+ int entry_counter;
+ int exit_counter;
+ };
+ // this state is also made terminal so that all the events are blocked
+ struct ErrorMode : //public msm::front::terminate_state<> // ErrorMode terminates the state machine
+ public msm::front::interrupt_state<end_error> // ErroMode just interrupts. Will resume if
+ // the event end_error is generated
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {++entry_counter;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {++exit_counter;}
+ int entry_counter;
+ int exit_counter;
+ };
+ struct ErrorTerminate : public msm::front::terminate_state<> // terminates the state machine
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {++entry_counter;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {++exit_counter;}
+ int entry_counter;
+ int exit_counter;
+ };
+ // the initial state of the player SM. Must be defined
+ typedef mpl::vector<Empty,AllOk> initial_state;
+
+ // transition actions
+ void start_playback(play const&) {++start_playback_counter; }
+ void open_drawer(open_close const&) { }
+ void store_cd_info(cd_detected const&) { }
+ 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&){}
+ void report_error(error_found const&) {++report_error_counter;}
+ void report_end_error(end_error const&) {++report_end_error_counter;}
+
+ //guards
+ bool can_close_drawer(open_close const&)
+ {
+ ++can_close_drawer_counter;
+ return true;
+ }
+ 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 >,
+ _row < Stopped , stop , Stopped >,
+ // +---------+-------------+---------+---------------------+----------------------+
+ g_row < Open , open_close , Empty , &p::can_close_drawer >,
+ Row < Open , play , none , Defer , none >,
+ // +---------+-------------+---------+---------------------+----------------------+
+ a_row < Empty , open_close , Open , &p::open_drawer >,
+ a_row < Empty , cd_detected , Stopped , &p::store_cd_info >,
+ Row < Empty , play , none , Defer , none >,
+ // +---------+-------------+---------+---------------------+----------------------+
+ 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 >,
+ // +---------+-------------+---------+---------------------+----------------------+
+ a_row < AllOk , error_found ,ErrorMode, &p::report_error >,
+ a_row <ErrorMode, end_error ,AllOk , &p::report_end_error >,
+ _row < AllOk , do_terminate,ErrorTerminate >
+ // +---------+-------------+---------+---------------------+----------------------+
+ > {};
+
+ // Replaces the default no-transition response.
+ template <class FSM,class Event>
+ void no_transition(Event const& e, FSM&,int state)
+ {
+ BOOST_FAIL("no_transition called!");
+ }
+ // init counters
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& fsm)
+ {
+ fsm.template get_state<player_::Stopped&>().entry_counter=0;
+ fsm.template get_state<player_::Stopped&>().exit_counter=0;
+ fsm.template get_state<player_::Open&>().entry_counter=0;
+ fsm.template get_state<player_::Open&>().exit_counter=0;
+ fsm.template get_state<player_::Empty&>().entry_counter=0;
+ fsm.template get_state<player_::Empty&>().exit_counter=0;
+ fsm.template get_state<player_::Playing&>().entry_counter=0;
+ fsm.template get_state<player_::Playing&>().exit_counter=0;
+ fsm.template get_state<player_::Playing&>().template get_state<player_::Playing::Song1&>().entry_counter=0;
+ fsm.template get_state<player_::Playing&>().template get_state<player_::Playing::Song1&>().exit_counter=0;
+ fsm.template get_state<player_::Playing&>().template get_state<player_::Playing::Song2&>().entry_counter=0;
+ fsm.template get_state<player_::Playing&>().template get_state<player_::Playing::Song2&>().exit_counter=0;
+ fsm.template get_state<player_::Playing&>().template get_state<player_::Playing::Song3&>().entry_counter=0;
+ fsm.template get_state<player_::Playing&>().template get_state<player_::Playing::Song3&>().exit_counter=0;
+ fsm.template get_state<player_::Paused&>().entry_counter=0;
+ fsm.template get_state<player_::Paused&>().exit_counter=0;
+ fsm.template get_state<player_::AllOk&>().entry_counter=0;
+ fsm.template get_state<player_::AllOk&>().exit_counter=0;
+ fsm.template get_state<player_::ErrorMode&>().entry_counter=0;
+ fsm.template get_state<player_::ErrorMode&>().exit_counter=0;
+ fsm.template get_state<player_::ErrorTerminate&>().entry_counter=0;
+ fsm.template get_state<player_::ErrorTerminate&>().exit_counter=0;
+ }
+ };
+ // Pick a back-end
+ typedef msm::back::state_machine<player_> player;
+
+ //static char const* const state_names[] = { "Stopped", "Open", "Empty", "Playing", "Paused","AllOk","ErrorMode" };
+
+ BOOST_AUTO_TEST_CASE( my_test )
+ {
+ player p;
+ // needed to start the highest-level SM. This will call on_entry and mark the start of the SM
+ p.start();
+ // test deferred event
+ // deferred in Empty and Open, will be handled only after event cd_detected
+ p.process_event(play());
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 2,"Empty should be active"); //Empty
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Open&>().exit_counter == 0,"Open exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Playing&>().entry_counter == 0,"Playing entry not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Empty&>().entry_counter == 1,"Empty entry not called correctly");
+ //flags
+ BOOST_CHECK_MESSAGE(p.is_flag_active<CDLoaded>() == false,"CDLoaded should not be active");
+
+ p.process_event(open_close());
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 1,"Open should be active"); //Open
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Empty&>().exit_counter == 1,"Empty exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Open&>().entry_counter == 1,"Open entry not called correctly");
+
+ p.process_event(open_close());
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 2,"Empty should be active"); //Empty
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Open&>().exit_counter == 1,"Open exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Empty&>().entry_counter == 2,"Empty entry not called correctly");
+ BOOST_CHECK_MESSAGE(p.can_close_drawer_counter == 1,"guard not called correctly");
+
+ //deferred event should have been processed
+ p.process_event(cd_detected("louie, louie"));
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 3,"Playing should be active"); //Playing
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Empty&>().exit_counter == 2,"Empty exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Stopped&>().entry_counter == 1,"Stopped entry not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Stopped&>().exit_counter == 1,"Stopped exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Playing&>().entry_counter == 1,"Playing entry not called correctly");
+ BOOST_CHECK_MESSAGE(p.start_playback_counter == 1,"action not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Playing&>().current_state()[0] == 0,"Song1 should be active");
+ BOOST_CHECK_MESSAGE(
+ p.get_state<player_::Playing&>().get_state<player_::Playing::Song1&>().entry_counter == 1,
+ "Song1 entry not called correctly");
+
+ //flags
+ BOOST_CHECK_MESSAGE(p.is_flag_active<PlayingPaused>() == true,"PlayingPaused should be active");
+ BOOST_CHECK_MESSAGE(p.is_flag_active<FirstSongPlaying>() == true,"FirstSongPlaying should be active");
+
+
+ p.process_event(NextSong());
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 3,"Playing should be active"); //Playing
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Playing&>().current_state()[0] == 1,"Song2 should be active");
+ BOOST_CHECK_MESSAGE(
+ p.get_state<player_::Playing&>().get_state<player_::Playing::Song2&>().entry_counter == 1,
+ "Song2 entry not called correctly");
+ BOOST_CHECK_MESSAGE(
+ p.get_state<player_::Playing&>().get_state<player_::Playing::Song1&>().exit_counter == 1,
+ "Song1 exit not called correctly");
+ BOOST_CHECK_MESSAGE(
+ p.get_state<player_::Playing&>().start_next_song_counter == 0,
+ "submachine action not called correctly");
+
+ p.process_event(NextSong());
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 3,"Playing should be active"); //Playing
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Playing&>().current_state()[0] == 2,"Song3 should be active");
+ BOOST_CHECK_MESSAGE(
+ p.get_state<player_::Playing&>().get_state<player_::Playing::Song3&>().entry_counter == 1,
+ "Song3 entry not called correctly");
+ BOOST_CHECK_MESSAGE(
+ p.get_state<player_::Playing&>().get_state<player_::Playing::Song2&>().exit_counter == 1,
+ "Song2 exit not called correctly");
+ BOOST_CHECK_MESSAGE(
+ p.get_state<player_::Playing&>().start_next_song_counter == 1,
+ "submachine action not called correctly");
+
+ p.process_event(PreviousSong());
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 3,"Playing should be active"); //Playing
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Playing&>().current_state()[0] == 1,"Song2 should be active");
+ BOOST_CHECK_MESSAGE(
+ p.get_state<player_::Playing&>().get_state<player_::Playing::Song2&>().entry_counter == 2,
+ "Song2 entry not called correctly");
+ BOOST_CHECK_MESSAGE(
+ p.get_state<player_::Playing&>().get_state<player_::Playing::Song3&>().exit_counter == 1,
+ "Song3 exit not called correctly");
+ BOOST_CHECK_MESSAGE(
+ p.get_state<player_::Playing&>().start_prev_song_guard_counter == 1,
+ "submachine guard not called correctly");
+ //flags
+ BOOST_CHECK_MESSAGE(p.is_flag_active<PlayingPaused>() == true,"PlayingPaused should be active");
+ BOOST_CHECK_MESSAGE(p.is_flag_active<FirstSongPlaying>() == false,"FirstSongPlaying should not be active");
+
+ p.process_event(pause());
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 4,"Paused should be active"); //Paused
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Playing&>().exit_counter == 1,"Playing exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Paused&>().entry_counter == 1,"Paused entry not called correctly");
+ //flags
+ BOOST_CHECK_MESSAGE(p.is_flag_active<PlayingPaused>() == true,"PlayingPaused should be active");
+
+ // go back to Playing
+ p.process_event(end_pause());
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 3,"Playing should be active"); //Playing
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Paused&>().exit_counter == 1,"Paused exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Playing&>().entry_counter == 2,"Playing entry not called correctly");
+
+ p.process_event(pause());
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 4,"Paused should be active"); //Paused
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Playing&>().exit_counter == 2,"Playing exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Paused&>().entry_counter == 2,"Paused entry not called correctly");
+
+ p.process_event(stop());
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 0,"Stopped should be active"); //Stopped
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Paused&>().exit_counter == 2,"Paused exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Stopped&>().entry_counter == 2,"Stopped entry not called correctly");
+ //flags
+ BOOST_CHECK_MESSAGE(p.is_flag_active<PlayingPaused>() == false,"PlayingPaused should not be active");
+ BOOST_CHECK_MESSAGE(p.is_flag_active<CDLoaded>() == true,"CDLoaded should be active");
+ //BOOST_CHECK_MESSAGE(p.is_flag_active<CDLoaded,player::Flag_AND>() == false,"CDLoaded with AND should not be active");
+
+ p.process_event(stop());
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 0,"Stopped should be active"); //Stopped
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Stopped&>().exit_counter == 2,"Stopped exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Stopped&>().entry_counter == 3,"Stopped entry not called correctly");
+
+ //test interrupt
+ BOOST_CHECK_MESSAGE(p.current_state()[1] == 5,"AllOk should be active"); //AllOk
+ p.process_event(error_found());
+ BOOST_CHECK_MESSAGE(p.current_state()[1] == 6,"ErrorMode should be active"); //ErrorMode
+ BOOST_CHECK_MESSAGE(p.get_state<player_::AllOk&>().exit_counter == 1,"AllOk exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<player_::ErrorMode&>().entry_counter == 1,"ErrorMode entry not called correctly");
+
+ // try generating more events
+ p.process_event(play());
+ BOOST_CHECK_MESSAGE(p.current_state()[1] == 6,"ErrorMode should be active"); //ErrorMode
+ BOOST_CHECK_MESSAGE(p.get_state<player_::AllOk&>().exit_counter == 1,"AllOk exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<player_::ErrorMode&>().entry_counter == 1,"ErrorMode entry not called correctly");
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 0,"Stopped should be active"); //Stopped
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Stopped&>().exit_counter == 2,"Stopped exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Stopped&>().entry_counter == 3,"Stopped entry not called correctly");
+
+ p.process_event(end_error());
+ BOOST_CHECK_MESSAGE(p.current_state()[1] == 5,"AllOk should be active"); //AllOk
+ BOOST_CHECK_MESSAGE(p.get_state<player_::ErrorMode&>().exit_counter == 1,"ErrorMode exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<player_::AllOk&>().entry_counter == 2,"AllOk entry not called correctly");
+
+ p.process_event(play());
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 3,"Playing should be active"); //Playing
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Stopped&>().exit_counter == 3,"Stopped exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Playing&>().entry_counter == 3,"Playing entry not called correctly");
+
+ //test terminate
+ BOOST_CHECK_MESSAGE(p.current_state()[1] == 5,"AllOk should be active"); //AllOk
+ p.process_event(do_terminate());
+ BOOST_CHECK_MESSAGE(p.current_state()[1] == 7,"ErrorTerminate should be active"); //ErrorTerminate
+ BOOST_CHECK_MESSAGE(p.get_state<player_::AllOk&>().exit_counter == 2,"AllOk exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<player_::ErrorTerminate&>().entry_counter == 1,"ErrorTerminate entry not called correctly");
+
+ // try generating more events
+ p.process_event(stop());
+ BOOST_CHECK_MESSAGE(p.current_state()[1] == 7,"ErrorTerminate should be active"); //ErrorTerminate
+ BOOST_CHECK_MESSAGE(p.get_state<player_::ErrorTerminate&>().exit_counter == 0,"ErrorTerminate exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 3,"Playing should be active"); //Playing
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Playing&>().exit_counter == 2,"Playing exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Stopped&>().entry_counter == 3,"Stopped entry not called correctly");
+
+ p.process_event(end_error());
+ BOOST_CHECK_MESSAGE(p.current_state()[1] == 7,"ErrorTerminate should be active"); //ErrorTerminate
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 3,"Playing should be active"); //Playing
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Playing&>().exit_counter == 2,"Playing exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Stopped&>().entry_counter == 3,"Stopped entry not called correctly");
+
+ p.process_event(stop());
+ BOOST_CHECK_MESSAGE(p.current_state()[1] == 7,"ErrorTerminate should be active"); //ErrorTerminate
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 3,"Playing should be active"); //Playing
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Playing&>().exit_counter == 2,"Playing exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Stopped&>().entry_counter == 3,"Stopped entry not called correctly");
+
+ }
+}
+
diff --git a/libs/msm/test/OrthogonalDeferredEuml.cpp b/libs/msm/test/OrthogonalDeferredEuml.cpp
new file mode 100644
index 0000000000..63f40737be
--- /dev/null
+++ b/libs/msm/test/OrthogonalDeferredEuml.cpp
@@ -0,0 +1,358 @@
+// 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 <iostream>
+// back-end
+#include <boost/msm/back/state_machine.hpp>
+//front-end
+#include <boost/msm/front/state_machine_def.hpp>
+#include <boost/msm/front/euml/euml.hpp>
+
+#define BOOST_TEST_MODULE MyTest
+#include <boost/test/unit_test.hpp>
+
+namespace msm = boost::msm;
+namespace mpl = boost::mpl;
+using namespace boost::msm::front::euml;
+
+namespace
+{
+ // events
+ BOOST_MSM_EUML_EVENT(play)
+ BOOST_MSM_EUML_EVENT(end_pause)
+ BOOST_MSM_EUML_EVENT(stop)
+ BOOST_MSM_EUML_EVENT(pause)
+ BOOST_MSM_EUML_EVENT(open_close)
+ BOOST_MSM_EUML_EVENT(next_song)
+ BOOST_MSM_EUML_EVENT(previous_song)
+ BOOST_MSM_EUML_EVENT(error_found)
+ BOOST_MSM_EUML_EVENT(end_error)
+ BOOST_MSM_EUML_EVENT(do_terminate)
+
+ // Flags. Allow information about a property of the current state
+ BOOST_MSM_EUML_FLAG(PlayingPaused)
+ BOOST_MSM_EUML_FLAG(CDLoaded)
+ BOOST_MSM_EUML_FLAG(FirstSongPlaying)
+
+ // A "complicated" event type that carries some data.
+ BOOST_MSM_EUML_DECLARE_ATTRIBUTE(std::string,cd_name)
+ BOOST_MSM_EUML_ATTRIBUTES((attributes_ << cd_name ), cd_detected_attributes)
+ BOOST_MSM_EUML_EVENT_WITH_ATTRIBUTES(cd_detected,cd_detected_attributes)
+
+ //states
+ BOOST_MSM_EUML_DECLARE_ATTRIBUTE(unsigned int,entry_counter)
+ BOOST_MSM_EUML_DECLARE_ATTRIBUTE(unsigned int,exit_counter)
+
+ BOOST_MSM_EUML_STATE(( ++state_(entry_counter),++state_(exit_counter),
+ attributes_ << entry_counter << exit_counter, configure_ << play),Empty)
+ BOOST_MSM_EUML_STATE(( ++state_(entry_counter),++state_(exit_counter),
+ attributes_ << entry_counter << exit_counter, configure_<< CDLoaded << play),Open)
+ BOOST_MSM_EUML_STATE(( ++state_(entry_counter),++state_(exit_counter),
+ attributes_ << entry_counter << exit_counter, configure_<< CDLoaded),Stopped)
+ BOOST_MSM_EUML_STATE(( ++state_(entry_counter),++state_(exit_counter),
+ attributes_ << entry_counter << exit_counter, configure_<< CDLoaded << PlayingPaused),Paused)
+
+ BOOST_MSM_EUML_STATE(( ++state_(entry_counter),++state_(exit_counter),attributes_ << entry_counter << exit_counter),AllOk)
+ BOOST_MSM_EUML_TERMINATE_STATE(( ++state_(entry_counter),++state_(exit_counter),attributes_ << entry_counter << exit_counter),
+ ErrorTerminate)
+ BOOST_MSM_EUML_INTERRUPT_STATE(( end_error,++state_(entry_counter),++state_(exit_counter),attributes_ << entry_counter << exit_counter),
+ ErrorMode)
+
+ // Playing is now a state machine itself.
+ BOOST_MSM_EUML_DECLARE_ATTRIBUTE(unsigned int,start_next_song_counter)
+ BOOST_MSM_EUML_DECLARE_ATTRIBUTE(unsigned int,start_prev_song_guard_counter)
+
+ BOOST_MSM_EUML_STATE(( ++state_(entry_counter),++state_(exit_counter),
+ attributes_ << entry_counter << exit_counter, configure_<< FirstSongPlaying ),Song1)
+ BOOST_MSM_EUML_STATE(( ++state_(entry_counter),++state_(exit_counter),attributes_ << entry_counter << exit_counter),Song2)
+ BOOST_MSM_EUML_STATE(( ++state_(entry_counter),++state_(exit_counter),attributes_ << entry_counter << exit_counter),Song3)
+
+ // Playing has a transition table
+ BOOST_MSM_EUML_TRANSITION_TABLE((
+ // +------------------------------------------------------------------------------+
+ Song2 == Song1 + next_song ,
+ Song1 == Song2 + previous_song [True_()] / ++fsm_(start_prev_song_guard_counter) ,
+ Song3 == Song2 + next_song / ++fsm_(start_next_song_counter) ,
+ Song2 == Song3 + previous_song [True_()] / ++fsm_(start_prev_song_guard_counter)
+ // +------------------------------------------------------------------------------+
+ ),playing_transition_table )
+
+ BOOST_MSM_EUML_DECLARE_STATE_MACHINE( (playing_transition_table, //STT
+ init_ << Song1, // Init State
+ ++state_(entry_counter), // Entry
+ ++state_(exit_counter), // Exit
+ attributes_ << entry_counter << exit_counter
+ << start_next_song_counter
+ << start_prev_song_guard_counter, // Attributes
+ configure_<< PlayingPaused << CDLoaded //flags
+ ),Playing_)
+
+ // back-end
+ typedef msm::back::state_machine<Playing_> Playing_type;
+ Playing_type const Playing;
+
+ //fsm
+ BOOST_MSM_EUML_DECLARE_ATTRIBUTE(unsigned int,start_playback_counter)
+ BOOST_MSM_EUML_DECLARE_ATTRIBUTE(unsigned int,can_close_drawer_counter)
+ BOOST_MSM_EUML_DECLARE_ATTRIBUTE(unsigned int,report_error_counter)
+ BOOST_MSM_EUML_DECLARE_ATTRIBUTE(unsigned int,report_end_error_counter)
+ BOOST_MSM_EUML_ACTION(No_Transition)
+ {
+ template <class FSM,class Event>
+ void operator()(Event const&,FSM&,int)
+ {
+ BOOST_FAIL("no_transition called!");
+ }
+ };
+
+ BOOST_MSM_EUML_TRANSITION_TABLE((
+ Playing == Stopped + play / ++fsm_(start_playback_counter),
+ Playing == Paused + end_pause ,
+ // +------------------------------------------------------------------------------+
+ Empty == Open + open_close / ++fsm_(can_close_drawer_counter),
+ // +------------------------------------------------------------------------------+
+ Open == Empty + open_close ,
+ Open == Paused + open_close ,
+ Open == Stopped + open_close ,
+ Open == Playing + open_close ,
+ // +------------------------------------------------------------------------------+
+ Paused == Playing + pause ,
+ // +------------------------------------------------------------------------------+
+ Stopped == Playing + stop ,
+ Stopped == Paused + stop ,
+ Stopped == Empty + cd_detected ,
+ Stopped == Stopped + stop ,
+ ErrorMode == AllOk + error_found / ++fsm_(report_error_counter),
+ AllOk == ErrorMode+ end_error / ++fsm_(report_end_error_counter),
+ ErrorTerminate== AllOk +do_terminate
+ // +------------------------------------------------------------------------------+
+ ),transition_table)
+
+ BOOST_MSM_EUML_DECLARE_STATE_MACHINE(( transition_table, //STT
+ init_ << Empty << AllOk, // Init State
+ no_action, // Entry
+ no_action, // Exit
+ attributes_ << start_playback_counter << can_close_drawer_counter
+ << report_error_counter << report_end_error_counter, // Attributes
+ configure_ << no_configure_, // configuration
+ No_Transition // no_transition handler
+ ),
+ player_) //fsm name
+
+ // Pick a back-end
+ typedef msm::back::state_machine<player_> player;
+
+ //static char const* const state_names[] = { "Stopped", "Paused","Open", "Empty", "Playing" ,"AllOk","ErrorMode","ErrorTerminate" };
+
+ BOOST_AUTO_TEST_CASE( my_test )
+ {
+ player p;
+ // needed to start the highest-level SM. This will call on_entry and mark the start of the SM
+ p.start();
+ // test deferred event
+ // deferred in Empty and Open, will be handled only after event cd_detected
+ p.process_event(play);
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 3,"Empty should be active"); //Empty
+ BOOST_CHECK_MESSAGE(p.get_state<BOOST_MSM_EUML_STATE_NAME(Open)&>().get_attribute(exit_counter) == 0,
+ "Open exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<Playing_type&>().get_attribute(entry_counter) == 0,"Playing entry not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<BOOST_MSM_EUML_STATE_NAME(Empty)&>().get_attribute(entry_counter) == 1,
+ "Empty entry not called correctly");
+ //flags
+ BOOST_CHECK_MESSAGE(p.is_flag_active<BOOST_MSM_EUML_FLAG_NAME(CDLoaded)>() == false,"CDLoaded should not be active");
+
+ p.process_event(open_close);
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 2,"Open should be active"); //Open
+ BOOST_CHECK_MESSAGE(p.get_state<BOOST_MSM_EUML_STATE_NAME(Empty)&>().get_attribute(exit_counter) == 1,
+ "Empty exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<BOOST_MSM_EUML_STATE_NAME(Open)&>().get_attribute(entry_counter) == 1,
+ "Open entry not called correctly");
+
+ p.process_event(open_close);
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 3,"Empty should be active"); //Empty
+ BOOST_CHECK_MESSAGE(p.get_state<BOOST_MSM_EUML_STATE_NAME(Open)&>().get_attribute(exit_counter) == 1,
+ "Open exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<BOOST_MSM_EUML_STATE_NAME(Empty)&>().get_attribute(entry_counter) == 2,
+ "Empty entry not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_attribute(can_close_drawer_counter) == 1,"guard not called correctly");
+
+ //deferred event should have been processed
+ p.process_event(cd_detected("louie, louie"));
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 4,"Playing should be active"); //Playing
+ BOOST_CHECK_MESSAGE(p.get_state<BOOST_MSM_EUML_STATE_NAME(Empty)&>().get_attribute(exit_counter) == 2,
+ "Empty exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<BOOST_MSM_EUML_STATE_NAME(Stopped)&>().get_attribute(entry_counter) == 1,
+ "Stopped entry not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<BOOST_MSM_EUML_STATE_NAME(Stopped)&>().get_attribute(exit_counter) == 1,
+ "Stopped exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<Playing_type&>().get_attribute(entry_counter) == 1,"Playing entry not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_attribute(start_playback_counter) == 1,"action not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<Playing_type&>().current_state()[0] == 0,"Song1 should be active");
+ BOOST_CHECK_MESSAGE(
+ p.get_state<Playing_type&>().get_state<BOOST_MSM_EUML_STATE_NAME(Song1)&>().get_attribute(entry_counter) == 1,
+ "Song1 entry not called correctly");
+
+ //flags
+ BOOST_CHECK_MESSAGE(p.is_flag_active<BOOST_MSM_EUML_FLAG_NAME(PlayingPaused)>() == true,"PlayingPaused should be active");
+ BOOST_CHECK_MESSAGE(p.is_flag_active<BOOST_MSM_EUML_FLAG_NAME(FirstSongPlaying)>() == true,"FirstSongPlaying should be active");
+
+
+ p.process_event(next_song);
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 4,"Playing should be active"); //Playing
+ BOOST_CHECK_MESSAGE(p.get_state<Playing_type&>().current_state()[0] == 1,"Song2 should be active");
+ BOOST_CHECK_MESSAGE(
+ p.get_state<Playing_type&>().get_state<BOOST_MSM_EUML_STATE_NAME(Song2)&>().get_attribute(entry_counter) == 1,
+ "Song2 entry not called correctly");
+ BOOST_CHECK_MESSAGE(
+ p.get_state<Playing_type&>().get_state<BOOST_MSM_EUML_STATE_NAME(Song1)&>().get_attribute(exit_counter) == 1,
+ "Song1 exit not called correctly");
+ BOOST_CHECK_MESSAGE(
+ p.get_state<Playing_type&>().get_attribute(start_next_song_counter) == 0,
+ "submachine action not called correctly");
+
+ p.process_event(next_song);
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 4,"Playing should be active"); //Playing
+ BOOST_CHECK_MESSAGE(p.get_state<Playing_type&>().current_state()[0] == 2,"Song3 should be active");
+ BOOST_CHECK_MESSAGE(
+ p.get_state<Playing_type&>().get_state<BOOST_MSM_EUML_STATE_NAME(Song3)&>().get_attribute(entry_counter) == 1,
+ "Song3 entry not called correctly");
+ BOOST_CHECK_MESSAGE(
+ p.get_state<Playing_type&>().get_state<BOOST_MSM_EUML_STATE_NAME(Song2)&>().get_attribute(exit_counter) == 1,
+ "Song2 exit not called correctly");
+ BOOST_CHECK_MESSAGE(
+ p.get_state<Playing_type&>().get_attribute(start_next_song_counter) == 1,
+ "submachine action not called correctly");
+
+ p.process_event(previous_song);
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 4,"Playing should be active"); //Playing
+ BOOST_CHECK_MESSAGE(p.get_state<Playing_type&>().current_state()[0] == 1,"Song2 should be active");
+ BOOST_CHECK_MESSAGE(
+ p.get_state<Playing_type&>().get_state<BOOST_MSM_EUML_STATE_NAME(Song2)&>().get_attribute(entry_counter) == 2,
+ "Song2 entry not called correctly");
+ BOOST_CHECK_MESSAGE(
+ p.get_state<Playing_type&>().get_state<BOOST_MSM_EUML_STATE_NAME(Song3)&>().get_attribute(exit_counter) == 1,
+ "Song3 exit not called correctly");
+ BOOST_CHECK_MESSAGE(
+ p.get_state<Playing_type&>().get_attribute(start_prev_song_guard_counter) == 1,
+ "submachine guard not called correctly");
+ //flags
+ BOOST_CHECK_MESSAGE(p.is_flag_active<BOOST_MSM_EUML_FLAG_NAME(PlayingPaused)>() == true,"PlayingPaused should be active");
+ BOOST_CHECK_MESSAGE(p.is_flag_active<BOOST_MSM_EUML_FLAG_NAME(FirstSongPlaying)>() == false,"FirstSongPlaying should not be active");
+
+ p.process_event(pause());
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 1,"Paused should be active"); //Paused
+ BOOST_CHECK_MESSAGE(p.get_state<Playing_type&>().get_attribute(exit_counter) == 1,"Playing exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<BOOST_MSM_EUML_STATE_NAME(Paused)&>().get_attribute(entry_counter) == 1,
+ "Paused entry not called correctly");
+ //flags
+ BOOST_CHECK_MESSAGE(p.is_flag_active<BOOST_MSM_EUML_FLAG_NAME(PlayingPaused)>() == true,"PlayingPaused should be active");
+
+ // go back to Playing
+ p.process_event(end_pause);
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 4,"Playing should be active"); //Playing
+ BOOST_CHECK_MESSAGE(p.get_state<BOOST_MSM_EUML_STATE_NAME(Paused)&>().get_attribute(exit_counter) == 1,
+ "Paused exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<Playing_type&>().get_attribute(entry_counter) == 2,"Playing entry not called correctly");
+
+ p.process_event(pause);
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 1,"Paused should be active"); //Paused
+ BOOST_CHECK_MESSAGE(p.get_state<Playing_type&>().get_attribute(exit_counter) == 2,"Playing exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<BOOST_MSM_EUML_STATE_NAME(Paused)&>().get_attribute(entry_counter) == 2,
+ "Paused entry not called correctly");
+
+ p.process_event(stop);
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 0,"Stopped should be active"); //Stopped
+ BOOST_CHECK_MESSAGE(p.get_state<BOOST_MSM_EUML_STATE_NAME(Paused)&>().get_attribute(exit_counter) == 2,
+ "Paused exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<BOOST_MSM_EUML_STATE_NAME(Stopped)&>().get_attribute(entry_counter) == 2,
+ "Stopped entry not called correctly");
+ //flags
+ BOOST_CHECK_MESSAGE(p.is_flag_active<BOOST_MSM_EUML_FLAG_NAME(PlayingPaused)>() == false,"PlayingPaused should not be active");
+ BOOST_CHECK_MESSAGE(p.is_flag_active<BOOST_MSM_EUML_FLAG_NAME(CDLoaded)>() == true,"CDLoaded should be active");
+ //BOOST_CHECK_MESSAGE(p.is_flag_active<BOOST_MSM_EUML_FLAG_NAME(CDLoaded),player::Flag_AND>() == false,"CDLoaded with AND should not be active");
+
+ p.process_event(stop);
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 0,"Stopped should be active"); //Stopped
+ BOOST_CHECK_MESSAGE(p.get_state<BOOST_MSM_EUML_STATE_NAME(Stopped)&>().get_attribute(exit_counter) == 2,
+ "Stopped exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<BOOST_MSM_EUML_STATE_NAME(Stopped)&>().get_attribute(entry_counter) == 3,
+ "Stopped entry not called correctly");
+
+ //test interrupt
+ BOOST_CHECK_MESSAGE(p.current_state()[1] == 5,"AllOk should be active"); //AllOk
+ p.process_event(error_found);
+ BOOST_CHECK_MESSAGE(p.current_state()[1] == 6,"ErrorMode should be active"); //ErrorMode
+ BOOST_CHECK_MESSAGE(p.get_state<BOOST_MSM_EUML_STATE_NAME(AllOk)&>().get_attribute(exit_counter) == 1,
+ "AllOk exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<BOOST_MSM_EUML_STATE_NAME(ErrorMode)&>().get_attribute(entry_counter) == 1,
+ "ErrorMode entry not called correctly");
+
+ // try generating more events
+ p.process_event(play);
+ BOOST_CHECK_MESSAGE(p.current_state()[1] == 6,"ErrorMode should be active"); //ErrorMode
+ BOOST_CHECK_MESSAGE(p.get_state<BOOST_MSM_EUML_STATE_NAME(AllOk)&>().get_attribute(exit_counter) == 1,
+ "AllOk exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<BOOST_MSM_EUML_STATE_NAME(ErrorMode)&>().get_attribute(entry_counter) == 1,
+ "ErrorMode entry not called correctly");
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 0,"Stopped should be active"); //Stopped
+ BOOST_CHECK_MESSAGE(p.get_state<BOOST_MSM_EUML_STATE_NAME(Stopped)&>().get_attribute(exit_counter) == 2,
+ "Stopped exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<BOOST_MSM_EUML_STATE_NAME(Stopped)&>().get_attribute(entry_counter) == 3,
+ "Stopped entry not called correctly");
+
+ p.process_event(end_error);
+ BOOST_CHECK_MESSAGE(p.current_state()[1] == 5,"AllOk should be active"); //AllOk
+ BOOST_CHECK_MESSAGE(p.get_state<BOOST_MSM_EUML_STATE_NAME(ErrorMode)&>().get_attribute(exit_counter) == 1,
+ "ErrorMode exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<BOOST_MSM_EUML_STATE_NAME(AllOk)&>().get_attribute(entry_counter) == 2,
+ "AllOk entry not called correctly");
+
+ p.process_event(play);
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 4,"Playing should be active"); //Playing
+ BOOST_CHECK_MESSAGE(p.get_state<BOOST_MSM_EUML_STATE_NAME(Stopped)&>().get_attribute(exit_counter) == 3,
+ "Stopped exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<Playing_type&>().get_attribute(entry_counter) == 3,"Playing entry not called correctly");
+
+ //test terminate
+ BOOST_CHECK_MESSAGE(p.current_state()[1] == 5,"AllOk should be active"); //AllOk
+ p.process_event(do_terminate);
+ BOOST_CHECK_MESSAGE(p.current_state()[1] == 7,"ErrorTerminate should be active"); //ErrorTerminate
+ BOOST_CHECK_MESSAGE(p.get_state<BOOST_MSM_EUML_STATE_NAME(AllOk)&>().get_attribute(exit_counter) == 2,
+ "AllOk exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<BOOST_MSM_EUML_STATE_NAME(ErrorTerminate)&>().get_attribute(entry_counter) == 1,
+ "ErrorTerminate entry not called correctly");
+
+ // try generating more events
+ p.process_event(stop);
+ BOOST_CHECK_MESSAGE(p.current_state()[1] == 7,"ErrorTerminate should be active"); //ErrorTerminate
+ BOOST_CHECK_MESSAGE(p.get_state<BOOST_MSM_EUML_STATE_NAME(ErrorTerminate)&>().get_attribute(exit_counter) == 0,
+ "ErrorTerminate exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 4,"Playing should be active"); //Playing
+ BOOST_CHECK_MESSAGE(p.get_state<Playing_type&>().get_attribute(exit_counter) == 2,"Playing exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<BOOST_MSM_EUML_STATE_NAME(Stopped)&>().get_attribute(entry_counter) == 3,
+ "Stopped entry not called correctly");
+
+ p.process_event(end_error());
+ BOOST_CHECK_MESSAGE(p.current_state()[1] == 7,"ErrorTerminate should be active"); //ErrorTerminate
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 4,"Playing should be active"); //Playing
+ BOOST_CHECK_MESSAGE(p.get_state<Playing_type&>().get_attribute(exit_counter) == 2,"Playing exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<BOOST_MSM_EUML_STATE_NAME(Stopped)&>().get_attribute(entry_counter) == 3,
+ "Stopped entry not called correctly");
+
+ p.process_event(stop());
+ BOOST_CHECK_MESSAGE(p.current_state()[1] == 7,"ErrorTerminate should be active"); //ErrorTerminate
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 4,"Playing should be active"); //Playing
+ BOOST_CHECK_MESSAGE(p.get_state<Playing_type&>().get_attribute(exit_counter) == 2,"Playing exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<BOOST_MSM_EUML_STATE_NAME(Stopped)&>().get_attribute(entry_counter) == 3,
+ "Stopped entry not called correctly");
+
+ }
+}
+
diff --git a/libs/msm/test/Serialize.cpp b/libs/msm/test/Serialize.cpp
new file mode 100644
index 0000000000..3a1a636ca6
--- /dev/null
+++ b/libs/msm/test/Serialize.cpp
@@ -0,0 +1,309 @@
+// 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 <iostream>
+// back-end
+#include <boost/msm/back/state_machine.hpp>
+//front-end
+#include <boost/msm/front/state_machine_def.hpp>
+#define BOOST_TEST_MODULE MyTest
+#include <boost/test/unit_test.hpp>
+// include headers that implement a archive in simple text format
+#include <boost/archive/text_oarchive.hpp>
+#include <boost/archive/text_iarchive.hpp>
+#include <boost/serialization/tracking.hpp>
+
+#include <fstream>
+
+namespace msm = boost::msm;
+namespace mpl = boost::mpl;
+
+namespace
+{
+ // events
+ struct play {};
+ struct end_pause {};
+ struct stop {};
+ struct pause {};
+ struct open_close {};
+
+ // A "complicated" event type that carries some data.
+ enum DiskTypeEnum
+ {
+ DISK_CD=0,
+ DISK_DVD=1
+ };
+ struct cd_detected
+ {
+ cd_detected(std::string name, DiskTypeEnum diskType)
+ : name(name),
+ disc_type(diskType)
+ {}
+
+ std::string name;
+ DiskTypeEnum disc_type;
+ };
+
+ // front-end: define the FSM structure
+ struct player_ : public msm::front::state_machine_def<player_>
+ {
+ unsigned int start_playback_counter;
+ unsigned int can_close_drawer_counter;
+ int front_end_data;
+
+ player_():
+ start_playback_counter(0),
+ can_close_drawer_counter(0),
+ front_end_data(4)
+ {}
+
+ //we want to serialize some data contained by the front-end
+ // to achieve this, ask for it
+ typedef int do_serialize;
+ // and provide a serialize
+ template<class Archive>
+ void serialize(Archive & ar, const unsigned int )
+ {
+ ar & front_end_data;
+ }
+
+ // The list of FSM states
+ struct Empty : public msm::front::state<>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {++entry_counter;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {++exit_counter;}
+ int entry_counter;
+ int exit_counter;
+ int some_dummy_data;
+ // we want Empty to be serialized
+ typedef int do_serialize;
+ template<class Archive>
+ void serialize(Archive & ar, const unsigned int )
+ {
+ ar & some_dummy_data;
+ }
+
+ };
+ struct Open : public msm::front::state<>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {++entry_counter;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {++exit_counter;}
+ int entry_counter;
+ int exit_counter;
+ };
+
+ // sm_ptr still supported but deprecated as functors are a much better way to do the same thing
+ struct Stopped : public msm::front::state<>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {++entry_counter;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {++exit_counter;}
+ int entry_counter;
+ int exit_counter;
+ };
+
+ struct Playing : public msm::front::state<>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {++entry_counter;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {++exit_counter;}
+ int entry_counter;
+ int exit_counter;
+ };
+
+ // state not defining any entry or exit
+ struct Paused : public msm::front::state<>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {++entry_counter;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {++exit_counter;}
+ int entry_counter;
+ int exit_counter;
+ };
+
+ // the initial state of the player SM. Must be defined
+ typedef Empty initial_state;
+
+ // transition actions
+ void start_playback(play const&) {++start_playback_counter; }
+ void open_drawer(open_close const&) { }
+ void store_cd_info(cd_detected const&) { }
+ 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
+ bool good_disk_format(cd_detected const& evt)
+ {
+ // to test a guard condition, let's say we understand only CDs, not DVD
+ if (evt.disc_type != DISK_CD)
+ {
+ return false;
+ }
+ return true;
+ }
+ bool can_close_drawer(open_close const&)
+ {
+ ++can_close_drawer_counter;
+ return true;
+ }
+
+ 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 >,
+ _row < Stopped , stop , Stopped >,
+ // +---------+-------------+---------+---------------------+----------------------+
+ g_row < Open , open_close , Empty , &p::can_close_drawer >,
+ // +---------+-------------+---------+---------------------+----------------------+
+ a_row < Empty , open_close , Open , &p::open_drawer >,
+ row < Empty , cd_detected , Stopped , &p::store_cd_info ,&p::good_disk_format >,
+ // +---------+-------------+---------+---------------------+----------------------+
+ 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& , FSM&,int)
+ {
+ BOOST_FAIL("no_transition called!");
+ }
+ // init counters
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& fsm)
+ {
+ fsm.template get_state<player_::Stopped&>().entry_counter=0;
+ fsm.template get_state<player_::Stopped&>().exit_counter=0;
+ fsm.template get_state<player_::Open&>().entry_counter=0;
+ fsm.template get_state<player_::Open&>().exit_counter=0;
+ fsm.template get_state<player_::Empty&>().entry_counter=0;
+ fsm.template get_state<player_::Empty&>().exit_counter=0;
+ fsm.template get_state<player_::Empty&>().some_dummy_data=3;
+ fsm.template get_state<player_::Playing&>().entry_counter=0;
+ fsm.template get_state<player_::Playing&>().exit_counter=0;
+ fsm.template get_state<player_::Paused&>().entry_counter=0;
+ fsm.template get_state<player_::Paused&>().exit_counter=0;
+ }
+
+ };
+ // Pick a back-end
+ typedef msm::back::state_machine<player_> player;
+
+// static char const* const state_names[] = { "Stopped", "Open", "Empty", "Playing", "Paused" };
+
+
+ BOOST_AUTO_TEST_CASE( my_test )
+ {
+ player p;
+
+ p.start();
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Empty&>().entry_counter == 1,"Empty entry not called correctly");
+
+ p.process_event(open_close());
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 1,"Open should be active"); //Open
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Empty&>().exit_counter == 1,"Empty exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Open&>().entry_counter == 1,"Open entry not called correctly");
+
+ // test the serialization
+ std::ofstream ofs("fsm.txt");
+ // save fsm to archive (current state is Open)
+ {
+ boost::archive::text_oarchive oa(ofs);
+ // write class instance to archive
+ oa << p;
+ }
+ // reload fsm in state Open
+ player p2;
+ {
+ // create and open an archive for input
+ std::ifstream ifs("fsm.txt");
+ boost::archive::text_iarchive ia(ifs);
+ // read class state from archive
+ ia >> p2;
+ }
+ // we now use p2 as it was loaded
+ // check that we kept Empty's data value
+ BOOST_CHECK_MESSAGE(p2.get_state<player_::Empty&>().some_dummy_data == 3,"Empty not deserialized correctly");
+ BOOST_CHECK_MESSAGE(p2.front_end_data == 4,"Front-end not deserialized correctly");
+
+ p.process_event(open_close());
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 2,"Empty should be active"); //Empty
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Open&>().exit_counter == 1,"Open exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Empty&>().entry_counter == 2,"Empty entry not called correctly");
+ BOOST_CHECK_MESSAGE(p.can_close_drawer_counter == 1,"guard not called correctly");
+
+ p.process_event(
+ cd_detected("louie, louie",DISK_DVD));
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 2,"Empty should be active"); //Empty
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Open&>().exit_counter == 1,"Open exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Empty&>().entry_counter == 2,"Empty entry not called correctly");
+
+ p.process_event(
+ cd_detected("louie, louie",DISK_CD));
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 0,"Stopped should be active"); //Stopped
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Empty&>().exit_counter == 2,"Empty exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Stopped&>().entry_counter == 1,"Stopped entry not called correctly");
+
+ p.process_event(play());
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 3,"Playing should be active"); //Playing
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Stopped&>().exit_counter == 1,"Stopped exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Playing&>().entry_counter == 1,"Playing entry not called correctly");
+ BOOST_CHECK_MESSAGE(p.start_playback_counter == 1,"action not called correctly");
+
+ p.process_event(pause());
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 4,"Paused should be active"); //Paused
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Playing&>().exit_counter == 1,"Playing exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Paused&>().entry_counter == 1,"Paused entry not called correctly");
+
+ // go back to Playing
+ p.process_event(end_pause());
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 3,"Playing should be active"); //Playing
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Paused&>().exit_counter == 1,"Paused exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Playing&>().entry_counter == 2,"Playing entry not called correctly");
+
+ p.process_event(pause());
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 4,"Paused should be active"); //Paused
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Playing&>().exit_counter == 2,"Playing exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Paused&>().entry_counter == 2,"Paused entry not called correctly");
+
+ p.process_event(stop());
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 0,"Stopped should be active"); //Stopped
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Paused&>().exit_counter == 2,"Paused exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Stopped&>().entry_counter == 2,"Stopped entry not called correctly");
+
+ p.process_event(stop());
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 0,"Stopped should be active"); //Stopped
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Stopped&>().exit_counter == 2,"Stopped exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Stopped&>().entry_counter == 3,"Stopped entry not called correctly");
+ }
+}
+// eliminate object tracking (even if serialized through a pointer)
+// at the risk of a programming error creating duplicate objects.
+// this is to get rid of warning because p is not const
+BOOST_CLASS_TRACKING(player, boost::serialization::track_never)
+
diff --git a/libs/msm/test/SerializeSimpleEuml.cpp b/libs/msm/test/SerializeSimpleEuml.cpp
new file mode 100644
index 0000000000..d605f7bc82
--- /dev/null
+++ b/libs/msm/test/SerializeSimpleEuml.cpp
@@ -0,0 +1,214 @@
+// 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 <iostream>
+#include <boost/msm/back/state_machine.hpp>
+#include <boost/msm/front/euml/euml.hpp>
+
+#define BOOST_TEST_MODULE MyTest
+#include <boost/test/unit_test.hpp>
+// include headers that implement a archive in simple text format
+#include <boost/archive/text_oarchive.hpp>
+#include <boost/archive/text_iarchive.hpp>
+#include <boost/serialization/tracking.hpp>
+
+#include <fstream>
+
+using namespace std;
+using namespace boost::msm::front::euml;
+namespace msm = boost::msm;
+
+namespace
+{
+ // A "complicated" event type that carries some data.
+ enum DiskTypeEnum
+ {
+ DISK_CD=0,
+ DISK_DVD=1
+ };
+ // events
+ BOOST_MSM_EUML_EVENT(play)
+ BOOST_MSM_EUML_EVENT(end_pause)
+ BOOST_MSM_EUML_EVENT(stop)
+ BOOST_MSM_EUML_EVENT(pause)
+ BOOST_MSM_EUML_EVENT(open_close)
+ // A "complicated" event type that carries some data.
+ BOOST_MSM_EUML_DECLARE_ATTRIBUTE(std::string,cd_name)
+ BOOST_MSM_EUML_DECLARE_ATTRIBUTE(DiskTypeEnum,cd_type)
+ BOOST_MSM_EUML_ATTRIBUTES((attributes_ << cd_name << cd_type ), cd_detected_attributes)
+ BOOST_MSM_EUML_EVENT_WITH_ATTRIBUTES(cd_detected,cd_detected_attributes)
+
+ //states
+ BOOST_MSM_EUML_DECLARE_ATTRIBUTE(unsigned int,entry_counter)
+ BOOST_MSM_EUML_DECLARE_ATTRIBUTE(unsigned int,exit_counter)
+
+ BOOST_MSM_EUML_STATE(( ++state_(entry_counter),++state_(exit_counter),attributes_ << entry_counter << exit_counter),Empty)
+ BOOST_MSM_EUML_STATE(( ++state_(entry_counter),++state_(exit_counter),attributes_ << entry_counter << exit_counter),Open)
+ BOOST_MSM_EUML_STATE(( ++state_(entry_counter),++state_(exit_counter),attributes_ << entry_counter << exit_counter),Stopped)
+ BOOST_MSM_EUML_STATE(( ++state_(entry_counter),++state_(exit_counter),attributes_ << entry_counter << exit_counter),Playing)
+ BOOST_MSM_EUML_STATE(( ++state_(entry_counter),++state_(exit_counter),attributes_ << entry_counter << exit_counter),Paused)
+
+ //fsm
+ BOOST_MSM_EUML_DECLARE_ATTRIBUTE(unsigned int,start_playback_counter)
+ BOOST_MSM_EUML_DECLARE_ATTRIBUTE(unsigned int,can_close_drawer_counter)
+ BOOST_MSM_EUML_DECLARE_ATTRIBUTE(unsigned int,test_fct_counter)
+ BOOST_MSM_EUML_ACTION(No_Transition)
+ {
+ template <class FSM,class Event>
+ void operator()(Event const&,FSM&,int)
+ {
+ BOOST_FAIL("no_transition called!");
+ }
+ };
+ BOOST_MSM_EUML_ACTION(good_disk_format)
+ {
+ template <class FSM,class EVT,class SourceState,class TargetState>
+ bool operator()(EVT const& evt,FSM&,SourceState& ,TargetState& )
+ {
+ if (evt.get_attribute(cd_type)!=DISK_CD)
+ {
+ return false;
+ }
+ return true;
+ }
+ };
+ BOOST_MSM_EUML_TRANSITION_TABLE((
+ Playing == Stopped + play / (++fsm_(start_playback_counter),++fsm_(test_fct_counter) ),
+ Playing == Paused + end_pause ,
+ // +------------------------------------------------------------------------------+
+ Empty == Open + open_close / ++fsm_(can_close_drawer_counter),
+ // +------------------------------------------------------------------------------+
+ Open == Empty + open_close ,
+ Open == Paused + open_close ,
+ Open == Stopped + open_close ,
+ Open == Playing + open_close ,
+ // +------------------------------------------------------------------------------+
+ Paused == Playing + pause ,
+ // +------------------------------------------------------------------------------+
+ Stopped == Playing + stop ,
+ Stopped == Paused + stop ,
+ Stopped == Empty + cd_detected [good_disk_format ||
+ (event_(cd_type)==Int_<DISK_CD>())] / process_(play) ,
+ Stopped == Stopped + stop
+ // +------------------------------------------------------------------------------+
+ ),transition_table)
+
+ BOOST_MSM_EUML_DECLARE_STATE_MACHINE(( transition_table, //STT
+ init_ << Empty, // Init State
+ no_action, // Entry
+ no_action, // Exit
+ attributes_ << start_playback_counter
+ << can_close_drawer_counter << test_fct_counter, // Attributes
+ configure_ << no_configure_, // configuration
+ No_Transition // no_transition handler
+ ),
+ player_) //fsm name
+
+ typedef msm::back::state_machine<player_> player;
+
+// static char const* const state_names[] = { "Stopped", "Paused", "Open", "Empty", "Playing" };
+
+
+ BOOST_AUTO_TEST_CASE( my_test )
+ {
+ player p2;
+
+ p2.start();
+ BOOST_CHECK_MESSAGE(p2.get_state<BOOST_MSM_EUML_STATE_NAME(Empty)&>().get_attribute(entry_counter) == 1,
+ "Empty entry not called correctly");
+
+ p2.process_event(open_close());
+ BOOST_CHECK_MESSAGE(p2.current_state()[0] == 2,"Open should be active"); //Open
+ BOOST_CHECK_MESSAGE(p2.get_state<BOOST_MSM_EUML_STATE_NAME(Empty)&>().get_attribute(exit_counter) == 1,
+ "Empty exit not called correctly");
+ BOOST_CHECK_MESSAGE(p2.get_state<BOOST_MSM_EUML_STATE_NAME(Open)&>().get_attribute(entry_counter) == 1,
+ "Open entry not called correctly");
+
+ // test the serialization
+ std::ofstream ofs("fsm.txt");
+ // save fsm to archive (current state is Open)
+ {
+ boost::archive::text_oarchive oa(ofs);
+ // write class instance to archive
+ oa << p2;
+ }
+ // reload fsm in state Open
+ player p;
+ {
+ // create and open an archive for input
+ std::ifstream ifs("fsm.txt");
+ boost::archive::text_iarchive ia(ifs);
+ // read class state from archive
+ ia >> p;
+ }
+
+ p.process_event(open_close());
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 3,"Empty should be active"); //Empty
+
+ p.process_event(
+ cd_detected("louie, louie",DISK_DVD));
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 3,"Empty should be active"); //Empty
+ BOOST_CHECK_MESSAGE(p.get_state<BOOST_MSM_EUML_STATE_NAME(Open)&>().get_attribute(exit_counter) == 1,
+ "Open exit not called correctly");
+
+ p.process_event(
+ cd_detected("louie, louie",DISK_CD));
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 4,"Playing should be active"); //Playing
+ BOOST_CHECK_MESSAGE(p.get_state<BOOST_MSM_EUML_STATE_NAME(Stopped)&>().get_attribute(entry_counter) == 1,
+ "Stopped entry not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<BOOST_MSM_EUML_STATE_NAME(Stopped)&>().get_attribute(exit_counter) == 1,
+ "Stopped exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<BOOST_MSM_EUML_STATE_NAME(Playing)&>().get_attribute(entry_counter) == 1,
+ "Playing entry not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_attribute(start_playback_counter) == 1,"action not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_attribute(test_fct_counter) == 1,"action not called correctly");
+
+ p.process_event(pause());
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 1,"Paused should be active"); //Paused
+ BOOST_CHECK_MESSAGE(p.get_state<BOOST_MSM_EUML_STATE_NAME(Playing)&>().get_attribute(exit_counter) == 1,
+ "Playing exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<BOOST_MSM_EUML_STATE_NAME(Paused)&>().get_attribute(entry_counter) == 1,
+ "Paused entry not called correctly");
+
+ // go back to Playing
+ p.process_event(end_pause());
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 4,"Playing should be active"); //Playing
+ BOOST_CHECK_MESSAGE(p.get_state<BOOST_MSM_EUML_STATE_NAME(Paused)&>().get_attribute(exit_counter) == 1,
+ "Paused exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<BOOST_MSM_EUML_STATE_NAME(Playing)&>().get_attribute(entry_counter) == 2,
+ "Playing entry not called correctly");
+
+ p.process_event(pause());
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 1,"Paused should be active"); //Paused
+ BOOST_CHECK_MESSAGE(p.get_state<BOOST_MSM_EUML_STATE_NAME(Playing)&>().get_attribute(exit_counter) == 2,
+ "Playing exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<BOOST_MSM_EUML_STATE_NAME(Paused)&>().get_attribute(entry_counter) == 2,
+ "Paused entry not called correctly");
+
+ p.process_event(stop());
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 0,"Stopped should be active"); //Stopped
+ BOOST_CHECK_MESSAGE(p.get_state<BOOST_MSM_EUML_STATE_NAME(Paused)&>().get_attribute(exit_counter) == 2,
+ "Paused exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<BOOST_MSM_EUML_STATE_NAME(Stopped)&>().get_attribute(entry_counter) == 2,
+ "Stopped entry not called correctly");
+
+ p.process_event(stop());
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 0,"Stopped should be active"); //Stopped
+ BOOST_CHECK_MESSAGE(p.get_state<BOOST_MSM_EUML_STATE_NAME(Stopped)&>().get_attribute(exit_counter) == 2,
+ "Stopped exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<BOOST_MSM_EUML_STATE_NAME(Stopped)&>().get_attribute(entry_counter) == 3,
+ "Stopped entry not called correctly");
+ }
+}
+
+// eliminate object tracking (even if serialized through a pointer)
+// at the risk of a programming error creating duplicate objects.
+// this is to get rid of warning because p is not const
+BOOST_CLASS_TRACKING(player, boost::serialization::track_never)
diff --git a/libs/msm/test/SerializeWithHistory.cpp b/libs/msm/test/SerializeWithHistory.cpp
new file mode 100644
index 0000000000..743102ee9f
--- /dev/null
+++ b/libs/msm/test/SerializeWithHistory.cpp
@@ -0,0 +1,365 @@
+// 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 <iostream>
+// back-end
+#include <boost/msm/back/state_machine.hpp>
+//front-end
+#include <boost/msm/front/state_machine_def.hpp>
+#define BOOST_TEST_MODULE MyTest
+#include <boost/test/unit_test.hpp>
+// include headers that implement a archive in simple text format
+#include <boost/archive/text_oarchive.hpp>
+#include <boost/archive/text_iarchive.hpp>
+#include <boost/serialization/tracking.hpp>
+
+#include <fstream>
+
+namespace msm = boost::msm;
+namespace mpl = boost::mpl;
+
+namespace
+{
+ // events
+ struct play {};
+ struct end_pause {};
+ struct stop {};
+ struct pause {};
+ struct open_close {};
+ struct NextSong {};
+ struct PreviousSong {};
+ struct cd_detected
+ {
+ cd_detected(std::string name)
+ : name(name)
+ {}
+ std::string name;
+ };
+
+ // front-end: define the FSM structure
+ struct player_ : public msm::front::state_machine_def<player_>
+ {
+ unsigned int start_playback_counter;
+ unsigned int can_close_drawer_counter;
+
+ player_():
+ start_playback_counter(0),
+ can_close_drawer_counter(0)
+ {}
+ // The list of FSM states
+ struct Empty : public msm::front::state<>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {++entry_counter;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {++exit_counter;}
+ int entry_counter;
+ int exit_counter;
+ };
+ struct Open : public msm::front::state<>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {++entry_counter;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {++exit_counter;}
+ int entry_counter;
+ int exit_counter;
+ };
+
+ // sm_ptr still supported but deprecated as functors are a much better way to do the same thing
+ struct Stopped : public msm::front::state<>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {++entry_counter;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {++exit_counter;}
+ int entry_counter;
+ int exit_counter;
+ };
+
+ struct Playing_ : public msm::front::state_machine_def<Playing_>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {++entry_counter;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {++exit_counter;}
+ int entry_counter;
+ int exit_counter;
+ unsigned int start_next_song_counter;
+ unsigned int start_prev_song_guard_counter;
+
+ Playing_():
+ start_next_song_counter(0),
+ start_prev_song_guard_counter(0)
+ {}
+
+ // The list of FSM states
+ struct Song1 : public msm::front::state<>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {++entry_counter;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {++exit_counter;}
+ int entry_counter;
+ int exit_counter;
+ };
+ struct Song2 : public msm::front::state<>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {++entry_counter;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {++exit_counter;}
+ int entry_counter;
+ int exit_counter;
+ };
+ struct Song3 : public msm::front::state<>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {++entry_counter;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {++exit_counter;}
+ int entry_counter;
+ int exit_counter;
+ };
+ // the initial state. Must be defined
+ typedef Song1 initial_state;
+ // transition actions
+ void start_next_song(NextSong const&) {++start_next_song_counter; }
+ void start_prev_song(PreviousSong const&) { }
+ // guard conditions
+ bool start_prev_song_guard(PreviousSong const&) {++start_prev_song_guard_counter;return true; }
+
+ typedef Playing_ pl; // makes transition table cleaner
+ // Transition table for Playing
+ struct transition_table : mpl::vector4<
+ // Start Event Next Action Guard
+ // +---------+-------------+---------+---------------------+----------------------+
+ _row < Song1 , NextSong , Song2 >,
+ row < Song2 , PreviousSong, Song1 , &pl::start_prev_song,&pl::start_prev_song_guard>,
+ a_row < Song2 , NextSong , Song3 , &pl::start_next_song >,
+ g_row < Song3 , PreviousSong, Song2 ,&pl::start_prev_song_guard>
+ // +---------+-------------+---------+---------------------+----------------------+
+ > {};
+ // Replaces the default no-transition response.
+ template <class FSM,class Event>
+ void no_transition(Event const&, FSM&,int)
+ {
+ BOOST_FAIL("no_transition called!");
+ }
+ };
+ // back-end
+ typedef msm::back::state_machine<Playing_,msm::back::ShallowHistory<mpl::vector<end_pause> > > 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& ) {++entry_counter;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {++exit_counter;}
+ int entry_counter;
+ int exit_counter;
+ };
+
+ // the initial state of the player SM. Must be defined
+ typedef Empty initial_state;
+
+ // transition actions
+ void start_playback(play const&) {++start_playback_counter; }
+ void open_drawer(open_close const&) { }
+ void store_cd_info(cd_detected const&) { }
+ 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&) {}
+ //guards
+ bool can_close_drawer(open_close const&)
+ {
+ ++can_close_drawer_counter;
+ return true;
+ }
+
+
+ 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 >,
+ _row < Stopped , stop , Stopped >,
+ // +---------+-------------+---------+---------------------+----------------------+
+ g_row < Open , open_close , Empty , &p::can_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)
+ {
+ BOOST_FAIL("no_transition called!");
+ }
+ // init counters
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& fsm)
+ {
+ fsm.template get_state<player_::Stopped&>().entry_counter=0;
+ fsm.template get_state<player_::Stopped&>().exit_counter=0;
+ fsm.template get_state<player_::Open&>().entry_counter=0;
+ fsm.template get_state<player_::Open&>().exit_counter=0;
+ fsm.template get_state<player_::Empty&>().entry_counter=0;
+ fsm.template get_state<player_::Empty&>().exit_counter=0;
+ fsm.template get_state<player_::Playing&>().entry_counter=0;
+ fsm.template get_state<player_::Playing&>().exit_counter=0;
+ fsm.template get_state<player_::Playing&>().template get_state<player_::Playing::Song1&>().entry_counter=0;
+ fsm.template get_state<player_::Playing&>().template get_state<player_::Playing::Song1&>().exit_counter=0;
+ fsm.template get_state<player_::Playing&>().template get_state<player_::Playing::Song2&>().entry_counter=0;
+ fsm.template get_state<player_::Playing&>().template get_state<player_::Playing::Song2&>().exit_counter=0;
+ fsm.template get_state<player_::Playing&>().template get_state<player_::Playing::Song3&>().entry_counter=0;
+ fsm.template get_state<player_::Playing&>().template get_state<player_::Playing::Song3&>().exit_counter=0;
+ fsm.template get_state<player_::Paused&>().entry_counter=0;
+ fsm.template get_state<player_::Paused&>().exit_counter=0;
+ }
+
+ };
+ // Pick a back-end
+ typedef msm::back::state_machine<player_> player;
+
+// static char const* const state_names[] = { "Stopped", "Open", "Empty", "Playing", "Paused" };
+
+
+ BOOST_AUTO_TEST_CASE( my_test )
+ {
+ player p;
+
+ p.start();
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Empty&>().entry_counter == 1,"Empty entry not called correctly");
+
+ p.process_event(open_close());
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 1,"Open should be active"); //Open
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Empty&>().exit_counter == 1,"Empty exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Open&>().entry_counter == 1,"Open entry not called correctly");
+
+ p.process_event(open_close());
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 2,"Empty should be active"); //Empty
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Open&>().exit_counter == 1,"Open exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Empty&>().entry_counter == 2,"Empty entry not called correctly");
+ BOOST_CHECK_MESSAGE(p.can_close_drawer_counter == 1,"guard not called correctly");
+
+ p.process_event(cd_detected("louie, louie"));
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 0,"Stopped should be active"); //Stopped
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Empty&>().exit_counter == 2,"Empty exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Stopped&>().entry_counter == 1,"Stopped entry not called correctly");
+
+ p.process_event(play());
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 3,"Playing should be active"); //Playing
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Stopped&>().exit_counter == 1,"Stopped exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Playing&>().entry_counter == 1,"Playing entry not called correctly");
+ BOOST_CHECK_MESSAGE(p.start_playback_counter == 1,"action not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Playing&>().current_state()[0] == 0,"Song1 should be active");
+ BOOST_CHECK_MESSAGE(
+ p.get_state<player_::Playing&>().get_state<player_::Playing::Song1&>().entry_counter == 1,
+ "Song1 entry not called correctly");
+
+ p.process_event(NextSong());
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 3,"Playing should be active"); //Playing
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Playing&>().current_state()[0] == 1,"Song2 should be active");
+ BOOST_CHECK_MESSAGE(
+ p.get_state<player_::Playing&>().get_state<player_::Playing::Song2&>().entry_counter == 1,
+ "Song2 entry not called correctly");
+ BOOST_CHECK_MESSAGE(
+ p.get_state<player_::Playing&>().get_state<player_::Playing::Song1&>().exit_counter == 1,
+ "Song1 exit not called correctly");
+ BOOST_CHECK_MESSAGE(
+ p.get_state<player_::Playing&>().start_next_song_counter == 0,
+ "submachine action not called correctly");
+
+ p.process_event(NextSong());
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 3,"Playing should be active"); //Playing
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Playing&>().current_state()[0] == 2,"Song3 should be active");
+ BOOST_CHECK_MESSAGE(
+ p.get_state<player_::Playing&>().get_state<player_::Playing::Song3&>().entry_counter == 1,
+ "Song3 entry not called correctly");
+ BOOST_CHECK_MESSAGE(
+ p.get_state<player_::Playing&>().get_state<player_::Playing::Song2&>().exit_counter == 1,
+ "Song2 exit not called correctly");
+ BOOST_CHECK_MESSAGE(
+ p.get_state<player_::Playing&>().start_next_song_counter == 1,
+ "submachine action not called correctly");
+
+ p.process_event(PreviousSong());
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 3,"Playing should be active"); //Playing
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Playing&>().current_state()[0] == 1,"Song2 should be active");
+ BOOST_CHECK_MESSAGE(
+ p.get_state<player_::Playing&>().get_state<player_::Playing::Song2&>().entry_counter == 2,
+ "Song2 entry not called correctly");
+ BOOST_CHECK_MESSAGE(
+ p.get_state<player_::Playing&>().get_state<player_::Playing::Song3&>().exit_counter == 1,
+ "Song3 exit not called correctly");
+ BOOST_CHECK_MESSAGE(
+ p.get_state<player_::Playing&>().start_prev_song_guard_counter == 1,
+ "submachine guard not called correctly");
+
+ p.process_event(pause());
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 4,"Paused should be active"); //Paused
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Playing&>().exit_counter == 1,"Playing exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Paused&>().entry_counter == 1,"Paused entry not called correctly");
+
+ std::ofstream ofs("fsm.txt");
+ // save fsm to archive (current state is Pause, Playing is in Song2)
+ {
+ boost::archive::text_oarchive oa(ofs);
+ // write class instance to archive
+ oa << p;
+ }
+ // reload fsm in state Open
+ player p2;
+ {
+ // create and open an archive for input
+ std::ifstream ifs("fsm.txt");
+ boost::archive::text_iarchive ia(ifs);
+ // read class state from archive
+ ia >> p2;
+ }
+ // go back to Playing
+ p2.process_event(end_pause());
+ BOOST_CHECK_MESSAGE(p2.current_state()[0] == 3,"Playing should be active"); //Playing
+ BOOST_CHECK_MESSAGE(p2.get_state<player_::Playing&>().current_state()[0] == 1,"Song2 should be active");
+
+ p2.process_event(pause());
+ BOOST_CHECK_MESSAGE(p2.current_state()[0] == 4,"Paused should be active"); //Paused
+
+ p2.process_event(stop());
+ BOOST_CHECK_MESSAGE(p2.current_state()[0] == 0,"Stopped should be active"); //Stopped
+
+ p2.process_event(stop());
+ BOOST_CHECK_MESSAGE(p2.current_state()[0] == 0,"Stopped should be active"); //Stopped
+
+ p2.process_event(play());
+ BOOST_CHECK_MESSAGE(p2.get_state<player_::Playing&>().current_state()[0] == 0,"Song1 should be active");
+ }
+}
+// eliminate object tracking (even if serialized through a pointer)
+// at the risk of a programming error creating duplicate objects.
+// this is to get rid of warning because p is not const
+BOOST_CLASS_TRACKING(player, boost::serialization::track_never)
+
diff --git a/libs/msm/test/SimpleEuml.cpp b/libs/msm/test/SimpleEuml.cpp
new file mode 100644
index 0000000000..07505a7800
--- /dev/null
+++ b/libs/msm/test/SimpleEuml.cpp
@@ -0,0 +1,195 @@
+// 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 <iostream>
+#include <boost/msm/back/state_machine.hpp>
+#include <boost/msm/front/euml/euml.hpp>
+
+#define BOOST_TEST_MODULE MyTest
+#include <boost/test/unit_test.hpp>
+
+using namespace std;
+using namespace boost::msm::front::euml;
+namespace msm = boost::msm;
+
+namespace
+{
+ // A "complicated" event type that carries some data.
+ enum DiskTypeEnum
+ {
+ DISK_CD=0,
+ DISK_DVD=1
+ };
+ // events
+ BOOST_MSM_EUML_EVENT(play)
+ BOOST_MSM_EUML_EVENT(end_pause)
+ BOOST_MSM_EUML_EVENT(stop)
+ BOOST_MSM_EUML_EVENT(pause)
+ BOOST_MSM_EUML_EVENT(open_close)
+ // A "complicated" event type that carries some data.
+ BOOST_MSM_EUML_DECLARE_ATTRIBUTE(std::string,cd_name)
+ BOOST_MSM_EUML_DECLARE_ATTRIBUTE(DiskTypeEnum,cd_type)
+ BOOST_MSM_EUML_ATTRIBUTES((attributes_ << cd_name << cd_type ), cd_detected_attributes)
+ BOOST_MSM_EUML_EVENT_WITH_ATTRIBUTES(cd_detected,cd_detected_attributes)
+
+ //states
+ BOOST_MSM_EUML_DECLARE_ATTRIBUTE(unsigned int,entry_counter)
+ BOOST_MSM_EUML_DECLARE_ATTRIBUTE(unsigned int,exit_counter)
+
+ BOOST_MSM_EUML_STATE(( ++state_(entry_counter),++state_(exit_counter),attributes_ << entry_counter << exit_counter),Empty)
+ BOOST_MSM_EUML_STATE(( ++state_(entry_counter),++state_(exit_counter),attributes_ << entry_counter << exit_counter),Open)
+ BOOST_MSM_EUML_STATE(( ++state_(entry_counter),++state_(exit_counter),attributes_ << entry_counter << exit_counter),Stopped)
+ BOOST_MSM_EUML_STATE(( ++state_(entry_counter),++state_(exit_counter),attributes_ << entry_counter << exit_counter),Playing)
+ BOOST_MSM_EUML_STATE(( ++state_(entry_counter),++state_(exit_counter),attributes_ << entry_counter << exit_counter),Paused)
+
+ //fsm
+ BOOST_MSM_EUML_DECLARE_ATTRIBUTE(unsigned int,start_playback_counter)
+ BOOST_MSM_EUML_DECLARE_ATTRIBUTE(unsigned int,can_close_drawer_counter)
+ BOOST_MSM_EUML_DECLARE_ATTRIBUTE(unsigned int,test_fct_counter)
+ BOOST_MSM_EUML_ACTION(No_Transition)
+ {
+ template <class FSM,class Event>
+ void operator()(Event const&,FSM&,int)
+ {
+ BOOST_FAIL("no_transition called!");
+ }
+ };
+ BOOST_MSM_EUML_ACTION(good_disk_format)
+ {
+ template <class FSM,class EVT,class SourceState,class TargetState>
+ bool operator()(EVT const& evt,FSM&,SourceState& ,TargetState& )
+ {
+ if (evt.get_attribute(cd_type)!=DISK_CD)
+ {
+ return false;
+ }
+ return true;
+ }
+ };
+ BOOST_MSM_EUML_TRANSITION_TABLE((
+ Playing == Stopped + play / (++fsm_(start_playback_counter),++fsm_(test_fct_counter) ),
+ Playing == Paused + end_pause ,
+ // +------------------------------------------------------------------------------+
+ Empty == Open + open_close / ++fsm_(can_close_drawer_counter),
+ // +------------------------------------------------------------------------------+
+ Open == Empty + open_close ,
+ Open == Paused + open_close ,
+ Open == Stopped + open_close ,
+ Open == Playing + open_close ,
+ // +------------------------------------------------------------------------------+
+ Paused == Playing + pause ,
+ // +------------------------------------------------------------------------------+
+ Stopped == Playing + stop ,
+ Stopped == Paused + stop ,
+ Stopped == Empty + cd_detected [good_disk_format ||
+ (event_(cd_type)==Int_<DISK_CD>())] / process_(play) ,
+ Stopped == Stopped + stop
+ // +------------------------------------------------------------------------------+
+ ),transition_table)
+
+ BOOST_MSM_EUML_DECLARE_STATE_MACHINE(( transition_table, //STT
+ init_ << Empty, // Init State
+ no_action, // Entry
+ no_action, // Exit
+ attributes_ << start_playback_counter
+ << can_close_drawer_counter << test_fct_counter, // Attributes
+ configure_ << no_configure_, // configuration
+ No_Transition // no_transition handler
+ ),
+ player_) //fsm name
+
+ typedef msm::back::state_machine<player_> player;
+
+// static char const* const state_names[] = { "Stopped", "Paused", "Open", "Empty", "Playing" };
+
+
+ BOOST_AUTO_TEST_CASE( my_test )
+ {
+ player p;
+
+ p.start();
+ BOOST_CHECK_MESSAGE(p.get_state<BOOST_MSM_EUML_STATE_NAME(Empty)&>().get_attribute(entry_counter) == 1,
+ "Empty entry not called correctly");
+
+ p.process_event(open_close());
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 2,"Open should be active"); //Open
+ BOOST_CHECK_MESSAGE(p.get_state<BOOST_MSM_EUML_STATE_NAME(Empty)&>().get_attribute(exit_counter) == 1,
+ "Empty exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<BOOST_MSM_EUML_STATE_NAME(Open)&>().get_attribute(entry_counter) == 1,
+ "Open entry not called correctly");
+
+ p.process_event(open_close());
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 3,"Empty should be active"); //Empty
+ BOOST_CHECK_MESSAGE(p.get_state<BOOST_MSM_EUML_STATE_NAME(Open)&>().get_attribute(exit_counter) == 1,
+ "Open exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<BOOST_MSM_EUML_STATE_NAME(Empty)&>().get_attribute(entry_counter) == 2,
+ "Empty entry not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_attribute(can_close_drawer_counter) == 1,"guard not called correctly");
+
+ p.process_event(
+ cd_detected("louie, louie",DISK_DVD));
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 3,"Empty should be active"); //Empty
+ BOOST_CHECK_MESSAGE(p.get_state<BOOST_MSM_EUML_STATE_NAME(Open)&>().get_attribute(exit_counter) == 1,
+ "Open exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<BOOST_MSM_EUML_STATE_NAME(Empty)&>().get_attribute(entry_counter) == 2,
+ "Empty entry not called correctly");
+
+ p.process_event(
+ cd_detected("louie, louie",DISK_CD));
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 4,"Playing should be active"); //Playing
+ BOOST_CHECK_MESSAGE(p.get_state<BOOST_MSM_EUML_STATE_NAME(Empty)&>().get_attribute(exit_counter) == 2,
+ "Empty exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<BOOST_MSM_EUML_STATE_NAME(Stopped)&>().get_attribute(entry_counter) == 1,
+ "Stopped entry not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<BOOST_MSM_EUML_STATE_NAME(Stopped)&>().get_attribute(exit_counter) == 1,
+ "Stopped exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<BOOST_MSM_EUML_STATE_NAME(Playing)&>().get_attribute(entry_counter) == 1,
+ "Playing entry not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_attribute(start_playback_counter) == 1,"action not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_attribute(test_fct_counter) == 1,"action not called correctly");
+
+ p.process_event(pause());
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 1,"Paused should be active"); //Paused
+ BOOST_CHECK_MESSAGE(p.get_state<BOOST_MSM_EUML_STATE_NAME(Playing)&>().get_attribute(exit_counter) == 1,
+ "Playing exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<BOOST_MSM_EUML_STATE_NAME(Paused)&>().get_attribute(entry_counter) == 1,
+ "Paused entry not called correctly");
+
+ // go back to Playing
+ p.process_event(end_pause());
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 4,"Playing should be active"); //Playing
+ BOOST_CHECK_MESSAGE(p.get_state<BOOST_MSM_EUML_STATE_NAME(Paused)&>().get_attribute(exit_counter) == 1,
+ "Paused exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<BOOST_MSM_EUML_STATE_NAME(Playing)&>().get_attribute(entry_counter) == 2,
+ "Playing entry not called correctly");
+
+ p.process_event(pause());
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 1,"Paused should be active"); //Paused
+ BOOST_CHECK_MESSAGE(p.get_state<BOOST_MSM_EUML_STATE_NAME(Playing)&>().get_attribute(exit_counter) == 2,
+ "Playing exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<BOOST_MSM_EUML_STATE_NAME(Paused)&>().get_attribute(entry_counter) == 2,
+ "Paused entry not called correctly");
+
+ p.process_event(stop());
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 0,"Stopped should be active"); //Stopped
+ BOOST_CHECK_MESSAGE(p.get_state<BOOST_MSM_EUML_STATE_NAME(Paused)&>().get_attribute(exit_counter) == 2,
+ "Paused exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<BOOST_MSM_EUML_STATE_NAME(Stopped)&>().get_attribute(entry_counter) == 2,
+ "Stopped entry not called correctly");
+
+ p.process_event(stop());
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 0,"Stopped should be active"); //Stopped
+ BOOST_CHECK_MESSAGE(p.get_state<BOOST_MSM_EUML_STATE_NAME(Stopped)&>().get_attribute(exit_counter) == 2,
+ "Stopped exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<BOOST_MSM_EUML_STATE_NAME(Stopped)&>().get_attribute(entry_counter) == 3,
+ "Stopped entry not called correctly");
+ }
+}
+
diff --git a/libs/msm/test/SimpleEuml2.cpp b/libs/msm/test/SimpleEuml2.cpp
new file mode 100644
index 0000000000..487a37bed8
--- /dev/null
+++ b/libs/msm/test/SimpleEuml2.cpp
@@ -0,0 +1,195 @@
+// 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 <iostream>
+#include <boost/msm/back/state_machine.hpp>
+#include <boost/msm/front/euml/euml.hpp>
+
+#define BOOST_TEST_MODULE MyTest
+#include <boost/test/unit_test.hpp>
+
+using namespace std;
+using namespace boost::msm::front::euml;
+namespace msm = boost::msm;
+
+namespace
+{
+ // A "complicated" event type that carries some data.
+ enum DiskTypeEnum
+ {
+ DISK_CD=0,
+ DISK_DVD=1
+ };
+ // events
+ BOOST_MSM_EUML_EVENT(play)
+ BOOST_MSM_EUML_EVENT(end_pause)
+ BOOST_MSM_EUML_EVENT(stop)
+ BOOST_MSM_EUML_EVENT(pause)
+ BOOST_MSM_EUML_EVENT(open_close)
+ // A "complicated" event type that carries some data.
+ BOOST_MSM_EUML_DECLARE_ATTRIBUTE(std::string,cd_name)
+ BOOST_MSM_EUML_DECLARE_ATTRIBUTE(DiskTypeEnum,cd_type)
+ BOOST_MSM_EUML_ATTRIBUTES((attributes_ << cd_name << cd_type ), cd_detected_attributes)
+ BOOST_MSM_EUML_EVENT_WITH_ATTRIBUTES(cd_detected,cd_detected_attributes)
+
+ //states
+ BOOST_MSM_EUML_DECLARE_ATTRIBUTE(unsigned int,entry_counter)
+ BOOST_MSM_EUML_DECLARE_ATTRIBUTE(unsigned int,exit_counter)
+
+ BOOST_MSM_EUML_STATE(( ++state_(entry_counter),++state_(exit_counter),attributes_ << entry_counter << exit_counter),Empty)
+ BOOST_MSM_EUML_STATE(( ++state_(entry_counter),++state_(exit_counter),attributes_ << entry_counter << exit_counter),Open)
+ BOOST_MSM_EUML_STATE(( ++state_(entry_counter),++state_(exit_counter),attributes_ << entry_counter << exit_counter),Stopped)
+ BOOST_MSM_EUML_STATE(( ++state_(entry_counter),++state_(exit_counter),attributes_ << entry_counter << exit_counter),Playing)
+ BOOST_MSM_EUML_STATE(( ++state_(entry_counter),++state_(exit_counter),attributes_ << entry_counter << exit_counter),Paused)
+
+ //fsm
+ BOOST_MSM_EUML_DECLARE_ATTRIBUTE(unsigned int,start_playback_counter)
+ BOOST_MSM_EUML_DECLARE_ATTRIBUTE(unsigned int,can_close_drawer_counter)
+ BOOST_MSM_EUML_DECLARE_ATTRIBUTE(unsigned int,test_fct_counter)
+ BOOST_MSM_EUML_ACTION(No_Transition)
+ {
+ template <class FSM,class Event>
+ void operator()(Event const&,FSM&,int)
+ {
+ BOOST_FAIL("no_transition called!");
+ }
+ };
+ BOOST_MSM_EUML_ACTION(good_disk_format)
+ {
+ template <class FSM,class EVT,class SourceState,class TargetState>
+ bool operator()(EVT const& evt,FSM&,SourceState& ,TargetState& )
+ {
+ if (evt.get_attribute(cd_type)!=DISK_CD)
+ {
+ return false;
+ }
+ return true;
+ }
+ };
+ BOOST_MSM_EUML_TRANSITION_TABLE((
+ Stopped + play / (++fsm_(start_playback_counter),++fsm_(test_fct_counter)) == Playing,
+ Paused + end_pause == Playing,
+ // +------------------------------------------------------------------------------+
+ Open + open_close / ++fsm_(can_close_drawer_counter) == Empty,
+ // +------------------------------------------------------------------------------+
+ Empty + open_close == Open,
+ Paused + open_close == Open,
+ Stopped + open_close == Open,
+ Playing + open_close == Open,
+ // +------------------------------------------------------------------------------+
+ Playing + pause == Paused,
+ // +------------------------------------------------------------------------------+
+ Playing + stop == Stopped,
+ Paused + stop == Stopped,
+ Empty + cd_detected [good_disk_format ||
+ (event_(cd_type)==Int_<DISK_CD>())] / process_(play) == Stopped,
+ Stopped + stop == Stopped
+ // +------------------------------------------------------------------------------+
+ ),transition_table)
+
+ BOOST_MSM_EUML_DECLARE_STATE_MACHINE(( transition_table, //STT
+ init_ << Empty, // Init State
+ no_action, // Entry
+ no_action, // Exit
+ attributes_ << start_playback_counter
+ << can_close_drawer_counter << test_fct_counter, // Attributes
+ configure_ << no_configure_, // configuration
+ No_Transition // no_transition handler
+ ),
+ player_) //fsm name
+
+ typedef msm::back::state_machine<player_> player;
+
+// static char const* const state_names[] = { "Stopped", "Paused", "Open", "Empty", "Playing" };
+
+
+ BOOST_AUTO_TEST_CASE( my_test )
+ {
+ player p;
+
+ p.start();
+ BOOST_CHECK_MESSAGE(p.get_state<BOOST_MSM_EUML_STATE_NAME(Empty)&>().get_attribute(entry_counter) == 1,
+ "Empty entry not called correctly");
+
+ p.process_event(open_close());
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 2,"Open should be active"); //Open
+ BOOST_CHECK_MESSAGE(p.get_state<BOOST_MSM_EUML_STATE_NAME(Empty)&>().get_attribute(exit_counter) == 1,
+ "Empty exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<BOOST_MSM_EUML_STATE_NAME(Open)&>().get_attribute(entry_counter) == 1,
+ "Open entry not called correctly");
+
+ p.process_event(open_close());
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 3,"Empty should be active"); //Empty
+ BOOST_CHECK_MESSAGE(p.get_state<BOOST_MSM_EUML_STATE_NAME(Open)&>().get_attribute(exit_counter) == 1,
+ "Open exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<BOOST_MSM_EUML_STATE_NAME(Empty)&>().get_attribute(entry_counter) == 2,
+ "Empty entry not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_attribute(can_close_drawer_counter) == 1,"guard not called correctly");
+
+ p.process_event(
+ cd_detected("louie, louie",DISK_DVD));
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 3,"Empty should be active"); //Empty
+ BOOST_CHECK_MESSAGE(p.get_state<BOOST_MSM_EUML_STATE_NAME(Open)&>().get_attribute(exit_counter) == 1,
+ "Open exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<BOOST_MSM_EUML_STATE_NAME(Empty)&>().get_attribute(entry_counter) == 2,
+ "Empty entry not called correctly");
+
+ p.process_event(
+ cd_detected("louie, louie",DISK_CD));
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 4,"Playing should be active"); //Playing
+ BOOST_CHECK_MESSAGE(p.get_state<BOOST_MSM_EUML_STATE_NAME(Empty)&>().get_attribute(exit_counter) == 2,
+ "Empty exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<BOOST_MSM_EUML_STATE_NAME(Stopped)&>().get_attribute(entry_counter) == 1,
+ "Stopped entry not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<BOOST_MSM_EUML_STATE_NAME(Stopped)&>().get_attribute(exit_counter) == 1,
+ "Stopped exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<BOOST_MSM_EUML_STATE_NAME(Playing)&>().get_attribute(entry_counter) == 1,
+ "Playing entry not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_attribute(start_playback_counter) == 1,"action not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_attribute(test_fct_counter) == 1,"action not called correctly");
+
+ p.process_event(pause());
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 1,"Paused should be active"); //Paused
+ BOOST_CHECK_MESSAGE(p.get_state<BOOST_MSM_EUML_STATE_NAME(Playing)&>().get_attribute(exit_counter) == 1,
+ "Playing exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<BOOST_MSM_EUML_STATE_NAME(Paused)&>().get_attribute(entry_counter) == 1,
+ "Paused entry not called correctly");
+
+ // go back to Playing
+ p.process_event(end_pause());
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 4,"Playing should be active"); //Playing
+ BOOST_CHECK_MESSAGE(p.get_state<BOOST_MSM_EUML_STATE_NAME(Paused)&>().get_attribute(exit_counter) == 1,
+ "Paused exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<BOOST_MSM_EUML_STATE_NAME(Playing)&>().get_attribute(entry_counter) == 2,
+ "Playing entry not called correctly");
+
+ p.process_event(pause());
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 1,"Paused should be active"); //Paused
+ BOOST_CHECK_MESSAGE(p.get_state<BOOST_MSM_EUML_STATE_NAME(Playing)&>().get_attribute(exit_counter) == 2,
+ "Playing exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<BOOST_MSM_EUML_STATE_NAME(Paused)&>().get_attribute(entry_counter) == 2,
+ "Paused entry not called correctly");
+
+ p.process_event(stop());
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 0,"Stopped should be active"); //Stopped
+ BOOST_CHECK_MESSAGE(p.get_state<BOOST_MSM_EUML_STATE_NAME(Paused)&>().get_attribute(exit_counter) == 2,
+ "Paused exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<BOOST_MSM_EUML_STATE_NAME(Stopped)&>().get_attribute(entry_counter) == 2,
+ "Stopped entry not called correctly");
+
+ p.process_event(stop());
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 0,"Stopped should be active"); //Stopped
+ BOOST_CHECK_MESSAGE(p.get_state<BOOST_MSM_EUML_STATE_NAME(Stopped)&>().get_attribute(exit_counter) == 2,
+ "Stopped exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<BOOST_MSM_EUML_STATE_NAME(Stopped)&>().get_attribute(entry_counter) == 3,
+ "Stopped entry not called correctly");
+ }
+}
+
diff --git a/libs/msm/test/SimpleInternal.cpp b/libs/msm/test/SimpleInternal.cpp
new file mode 100644
index 0000000000..1a58aecb6d
--- /dev/null
+++ b/libs/msm/test/SimpleInternal.cpp
@@ -0,0 +1,274 @@
+// 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 <iostream>
+// back-end
+#include <boost/msm/back/state_machine.hpp>
+//front-end
+#include <boost/msm/front/state_machine_def.hpp>
+#define BOOST_TEST_MODULE MyTest
+#include <boost/test/unit_test.hpp>
+
+namespace msm = boost::msm;
+namespace mpl = boost::mpl;
+
+namespace
+{
+ // events
+ struct play {};
+ struct end_pause {};
+ struct stop {};
+ struct pause {};
+ struct open_close {};
+ struct internal_evt {};
+ struct to_ignore {};
+
+ // A "complicated" event type that carries some data.
+ enum DiskTypeEnum
+ {
+ DISK_CD=0,
+ DISK_DVD=1
+ };
+ struct cd_detected
+ {
+ cd_detected(std::string name, DiskTypeEnum diskType)
+ : name(name),
+ disc_type(diskType)
+ {}
+
+ std::string name;
+ DiskTypeEnum disc_type;
+ };
+
+ // front-end: define the FSM structure
+ struct player_ : public msm::front::state_machine_def<player_>
+ {
+ unsigned int start_playback_counter;
+ unsigned int can_close_drawer_counter;
+ unsigned int internal_action_counter;
+ unsigned int internal_guard_counter;
+
+ player_():
+ start_playback_counter(0),
+ can_close_drawer_counter(0),
+ internal_action_counter(0),
+ internal_guard_counter(0)
+ {}
+
+ // The list of FSM states
+ struct Empty : public msm::front::state<>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {++entry_counter;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {++exit_counter;}
+ int entry_counter;
+ int exit_counter;
+ };
+ struct Open : public msm::front::state<>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {++entry_counter;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {++exit_counter;}
+ int entry_counter;
+ int exit_counter;
+ };
+
+ // sm_ptr still supported but deprecated as functors are a much better way to do the same thing
+ struct Stopped : public msm::front::state<>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {++entry_counter;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {++exit_counter;}
+ int entry_counter;
+ int exit_counter;
+ };
+
+ struct Playing : public msm::front::state<>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {++entry_counter;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {++exit_counter;}
+ int entry_counter;
+ int exit_counter;
+ };
+
+ // state not defining any entry or exit
+ struct Paused : public msm::front::state<>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {++entry_counter;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {++exit_counter;}
+ int entry_counter;
+ int exit_counter;
+ };
+
+ // the initial state of the player SM. Must be defined
+ typedef Empty initial_state;
+
+ // transition actions
+ void start_playback(play const&) {++start_playback_counter; }
+ void open_drawer(open_close const&) { }
+ void store_cd_info(cd_detected const&) { }
+ 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&){}
+ void internal_action(internal_evt const&){++internal_action_counter; }
+ bool internal_guard(cd_detected const&){++internal_guard_counter;return false;}
+ bool internal_guard2(internal_evt const&){++internal_guard_counter;return true;}
+ // guard conditions
+ bool good_disk_format(cd_detected const& evt)
+ {
+ // to test a guard condition, let's say we understand only CDs, not DVD
+ if (evt.disc_type != DISK_CD)
+ {
+ return false;
+ }
+ return true;
+ }
+ bool can_close_drawer(open_close const&)
+ {
+ ++can_close_drawer_counter;
+ return true;
+ }
+
+ 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 >,
+ _row < Stopped , stop , Stopped >,
+ // +---------+-------------+---------+---------------------+----------------------+
+ g_row < Open , open_close , Empty , &p::can_close_drawer >,
+ // +---------+-------------+---------+---------------------+----------------------+
+ a_row < Empty , open_close , Open , &p::open_drawer >,
+ row < Empty , cd_detected , Stopped , &p::store_cd_info ,&p::good_disk_format >,
+ irow < Empty , internal_evt, &p::internal_action ,&p::internal_guard2 >,
+ _irow < Empty , to_ignore >,
+ g_irow < Empty , cd_detected ,&p::internal_guard >,
+ // +---------+-------------+---------+---------------------+----------------------+
+ 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&, FSM&,int)
+ {
+ BOOST_FAIL("no_transition called!");
+ }
+ // init counters
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& fsm)
+ {
+ fsm.template get_state<player_::Stopped&>().entry_counter=0;
+ fsm.template get_state<player_::Stopped&>().exit_counter=0;
+ fsm.template get_state<player_::Open&>().entry_counter=0;
+ fsm.template get_state<player_::Open&>().exit_counter=0;
+ fsm.template get_state<player_::Empty&>().entry_counter=0;
+ fsm.template get_state<player_::Empty&>().exit_counter=0;
+ fsm.template get_state<player_::Playing&>().entry_counter=0;
+ fsm.template get_state<player_::Playing&>().exit_counter=0;
+ fsm.template get_state<player_::Paused&>().entry_counter=0;
+ fsm.template get_state<player_::Paused&>().exit_counter=0;
+ }
+
+ };
+ // Pick a back-end
+ typedef msm::back::state_machine<player_> player;
+
+// static char const* const state_names[] = { "Stopped", "Open", "Empty", "Playing", "Paused" };
+
+
+ BOOST_AUTO_TEST_CASE( my_test )
+ {
+ player p;
+
+ p.start();
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Empty&>().entry_counter == 1,"Empty entry not called correctly");
+ // internal events
+ p.process_event(to_ignore());
+ p.process_event(internal_evt());
+ BOOST_CHECK_MESSAGE(p.internal_action_counter == 1,"Internal action not called correctly");
+ BOOST_CHECK_MESSAGE(p.internal_guard_counter == 1,"Internal guard not called correctly");
+
+ p.process_event(open_close());
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 1,"Open should be active"); //Open
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Empty&>().exit_counter == 1,"Empty exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Open&>().entry_counter == 1,"Open entry not called correctly");
+
+ p.process_event(open_close());
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 2,"Empty should be active"); //Empty
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Open&>().exit_counter == 1,"Open exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Empty&>().entry_counter == 2,"Empty entry not called correctly");
+ BOOST_CHECK_MESSAGE(p.can_close_drawer_counter == 1,"guard not called correctly");
+
+ p.process_event(
+ cd_detected("louie, louie",DISK_DVD));
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 2,"Empty should be active"); //Empty
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Open&>().exit_counter == 1,"Open exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Empty&>().entry_counter == 2,"Empty entry not called correctly");
+ BOOST_CHECK_MESSAGE(p.internal_guard_counter == 2,"Internal guard not called correctly");
+
+ p.process_event(
+ cd_detected("louie, louie",DISK_CD));
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 0,"Stopped should be active"); //Stopped
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Empty&>().exit_counter == 2,"Empty exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Stopped&>().entry_counter == 1,"Stopped entry not called correctly");
+ BOOST_CHECK_MESSAGE(p.internal_guard_counter == 3,"Internal guard not called correctly");
+
+ p.process_event(play());
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 3,"Playing should be active"); //Playing
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Stopped&>().exit_counter == 1,"Stopped exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Playing&>().entry_counter == 1,"Playing entry not called correctly");
+ BOOST_CHECK_MESSAGE(p.start_playback_counter == 1,"action not called correctly");
+
+ p.process_event(pause());
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 4,"Paused should be active"); //Paused
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Playing&>().exit_counter == 1,"Playing exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Paused&>().entry_counter == 1,"Paused entry not called correctly");
+
+ // go back to Playing
+ p.process_event(end_pause());
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 3,"Playing should be active"); //Playing
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Paused&>().exit_counter == 1,"Paused exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Playing&>().entry_counter == 2,"Playing entry not called correctly");
+
+ p.process_event(pause());
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 4,"Paused should be active"); //Paused
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Playing&>().exit_counter == 2,"Playing exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Paused&>().entry_counter == 2,"Paused entry not called correctly");
+
+ p.process_event(stop());
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 0,"Stopped should be active"); //Stopped
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Paused&>().exit_counter == 2,"Paused exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Stopped&>().entry_counter == 2,"Stopped entry not called correctly");
+
+ p.process_event(stop());
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 0,"Stopped should be active"); //Stopped
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Stopped&>().exit_counter == 2,"Stopped exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Stopped&>().entry_counter == 3,"Stopped entry not called correctly");
+ }
+}
+
diff --git a/libs/msm/test/SimpleInternalEuml.cpp b/libs/msm/test/SimpleInternalEuml.cpp
new file mode 100644
index 0000000000..936f5a0cbe
--- /dev/null
+++ b/libs/msm/test/SimpleInternalEuml.cpp
@@ -0,0 +1,253 @@
+// 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 <iostream>
+#include <boost/msm/back/state_machine.hpp>
+#include <boost/msm/front/euml/euml.hpp>
+
+#define BOOST_TEST_MODULE MyTest
+#include <boost/test/unit_test.hpp>
+
+using namespace std;
+using namespace boost::msm::front::euml;
+namespace msm = boost::msm;
+
+namespace
+{
+ // A "complicated" event type that carries some data.
+ enum DiskTypeEnum
+ {
+ DISK_CD=0,
+ DISK_DVD=1
+ };
+ // events
+ BOOST_MSM_EUML_EVENT(play)
+ BOOST_MSM_EUML_EVENT(end_pause)
+ BOOST_MSM_EUML_EVENT(stop)
+ BOOST_MSM_EUML_EVENT(pause)
+ BOOST_MSM_EUML_EVENT(open_close)
+ BOOST_MSM_EUML_EVENT(internal_evt)
+ BOOST_MSM_EUML_EVENT(to_ignore)
+ // A "complicated" event type that carries some data.
+ BOOST_MSM_EUML_DECLARE_ATTRIBUTE(std::string,cd_name)
+ BOOST_MSM_EUML_DECLARE_ATTRIBUTE(DiskTypeEnum,cd_type)
+ BOOST_MSM_EUML_ATTRIBUTES((attributes_ << cd_name << cd_type ), cd_detected_attributes)
+ BOOST_MSM_EUML_EVENT_WITH_ATTRIBUTES(cd_detected,cd_detected_attributes)
+
+ //states
+ BOOST_MSM_EUML_DECLARE_ATTRIBUTE(unsigned int,entry_counter)
+ BOOST_MSM_EUML_DECLARE_ATTRIBUTE(unsigned int,exit_counter)
+
+ BOOST_MSM_EUML_STATE(( ++state_(entry_counter),++state_(exit_counter),attributes_ << entry_counter << exit_counter),Open)
+ BOOST_MSM_EUML_STATE(( ++state_(entry_counter),++state_(exit_counter),attributes_ << entry_counter << exit_counter),Stopped)
+ BOOST_MSM_EUML_STATE(( ++state_(entry_counter),++state_(exit_counter),attributes_ << entry_counter << exit_counter),Playing)
+ BOOST_MSM_EUML_STATE(( ++state_(entry_counter),++state_(exit_counter),attributes_ << entry_counter << exit_counter),Paused)
+
+ BOOST_MSM_EUML_DECLARE_ATTRIBUTE(unsigned int,empty_internal_guard_counter)
+ BOOST_MSM_EUML_DECLARE_ATTRIBUTE(unsigned int,empty_internal_action_counter)
+
+ BOOST_MSM_EUML_ACTION(internal_guard_fct)
+ {
+ template <class FSM,class EVT,class SourceState,class TargetState>
+ bool operator()(EVT const&, FSM& ,SourceState& src,TargetState& )
+ {
+ ++src.get_attribute(empty_internal_guard_counter);
+ return false;
+ }
+ };
+ BOOST_MSM_EUML_DECLARE_STATE((++state_(entry_counter),++state_(exit_counter),
+ attributes_ << entry_counter << exit_counter
+ << empty_internal_guard_counter << empty_internal_action_counter),Empty_def)
+ // derive to be able to add an internal transition table
+ struct Empty_impl : public Empty_def
+ {
+ Empty_impl(){}
+ BOOST_MSM_EUML_DECLARE_INTERNAL_TRANSITION_TABLE((
+ internal_evt [internal_guard_fct] / ++source_(empty_internal_action_counter)
+ ))
+ };
+ // declare an instance for the stt as we are manually declaring a state
+ Empty_impl const Empty;
+
+ //fsm
+ BOOST_MSM_EUML_DECLARE_ATTRIBUTE(unsigned int,start_playback_counter)
+ BOOST_MSM_EUML_DECLARE_ATTRIBUTE(unsigned int,can_close_drawer_counter)
+ BOOST_MSM_EUML_DECLARE_ATTRIBUTE(unsigned int,internal_action_counter)
+ BOOST_MSM_EUML_DECLARE_ATTRIBUTE(unsigned int,internal_guard_counter)
+ BOOST_MSM_EUML_ACTION(No_Transition)
+ {
+ template <class FSM,class Event>
+ void operator()(Event const&,FSM&,int)
+ {
+ BOOST_FAIL("no_transition called!");
+ }
+ };
+ BOOST_MSM_EUML_ACTION(good_disk_format)
+ {
+ template <class FSM,class EVT,class SourceState,class TargetState>
+ bool operator()(EVT const& evt,FSM&,SourceState& ,TargetState& )
+ {
+ if (evt.get_attribute(cd_type)!=DISK_CD)
+ {
+ return false;
+ }
+ return true;
+ }
+ };
+ BOOST_MSM_EUML_ACTION(internal_guard)
+ {
+ template <class FSM,class EVT,class SourceState,class TargetState>
+ bool operator()(EVT const& evt,FSM& fsm,SourceState& ,TargetState& )
+ {
+ ++fsm.get_attribute(internal_guard_counter);
+ return false;
+ }
+ };
+ BOOST_MSM_EUML_ACTION(internal_guard2)
+ {
+ template <class FSM,class EVT,class SourceState,class TargetState>
+ bool operator()(EVT const& evt,FSM& fsm,SourceState& ,TargetState& )
+ {
+ ++fsm.get_attribute(internal_guard_counter);
+ return true;
+ }
+ };
+ BOOST_MSM_EUML_TRANSITION_TABLE((
+ Playing == Stopped + play / ++fsm_(start_playback_counter) ,
+ Playing == Paused + end_pause ,
+ // +------------------------------------------------------------------------------+
+ Empty == Open + open_close / ++fsm_(can_close_drawer_counter),
+ Empty + to_ignore ,
+ Empty + internal_evt [internal_guard2] / ++fsm_(internal_action_counter) ,
+ Empty + cd_detected [internal_guard] ,
+ // +------------------------------------------------------------------------------+
+ Open == Empty + open_close ,
+ Open == Paused + open_close ,
+ Open == Stopped + open_close ,
+ Open == Playing + open_close ,
+ // +------------------------------------------------------------------------------+
+ Paused == Playing + pause ,
+ // +------------------------------------------------------------------------------+
+ Stopped == Playing + stop ,
+ Stopped == Paused + stop ,
+ Stopped == Empty + cd_detected [good_disk_format] ,
+ Stopped == Stopped + stop
+ // +------------------------------------------------------------------------------+
+ ),transition_table)
+
+ BOOST_MSM_EUML_DECLARE_STATE_MACHINE(( transition_table, //STT
+ init_ << Empty, // Init State
+ no_action, // Entry
+ no_action, // Exit
+ attributes_ << start_playback_counter << can_close_drawer_counter
+ << internal_action_counter << internal_guard_counter, // Attributes
+ configure_ << no_configure_, // configuration
+ No_Transition // no_transition handler
+ ),
+ player_) //fsm name
+
+ typedef msm::back::state_machine<player_> player;
+
+// static char const* const state_names[] = { "Stopped", "Paused", "Open", "Empty", "Playing" };
+
+
+ BOOST_AUTO_TEST_CASE( my_test )
+ {
+ player p;
+
+ p.start();
+ BOOST_CHECK_MESSAGE(p.get_state<Empty_impl&>().get_attribute(entry_counter) == 1,
+ "Empty entry not called correctly");
+
+ // internal events
+ p.process_event(to_ignore);
+ p.process_event(internal_evt);
+ BOOST_CHECK_MESSAGE(p.get_attribute(internal_action_counter) == 1,"Internal action not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_attribute(internal_guard_counter) == 1,"Internal guard not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<Empty_impl&>().get_attribute(empty_internal_action_counter) == 0,
+ "Empty internal action not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<Empty_impl&>().get_attribute(empty_internal_guard_counter) == 1,
+ "Empty internal guard not called correctly");
+
+ p.process_event(open_close());
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 2,"Open should be active"); //Open
+ BOOST_CHECK_MESSAGE(p.get_state<Empty_impl&>().get_attribute(exit_counter) == 1,
+ "Empty exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<Empty_impl&>().get_attribute(entry_counter) == 1,
+ "Open entry not called correctly");
+
+ p.process_event(open_close());
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 3,"Empty should be active"); //Empty
+ BOOST_CHECK_MESSAGE(p.get_state<BOOST_MSM_EUML_STATE_NAME(Open)&>().get_attribute(exit_counter) == 1,
+ "Open exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<Empty_impl&>().get_attribute(entry_counter) == 2,
+ "Empty entry not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_attribute(can_close_drawer_counter) == 1,"guard not called correctly");
+
+ p.process_event(
+ cd_detected("louie, louie",DISK_DVD));
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 3,"Empty should be active"); //Empty
+ BOOST_CHECK_MESSAGE(p.get_state<BOOST_MSM_EUML_STATE_NAME(Open)&>().get_attribute(exit_counter) == 1,
+ "Open exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<Empty_impl&>().get_attribute(entry_counter) == 2,
+ "Empty entry not called correctly");
+
+ p.process_event(
+ cd_detected("louie, louie",DISK_CD));
+ p.process_event(play);
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 4,"Playing should be active"); //Playing
+ BOOST_CHECK_MESSAGE(p.get_state<Empty_impl&>().get_attribute(exit_counter) == 2,
+ "Empty exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<BOOST_MSM_EUML_STATE_NAME(Stopped)&>().get_attribute(entry_counter) == 1,
+ "Stopped entry not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<BOOST_MSM_EUML_STATE_NAME(Stopped)&>().get_attribute(exit_counter) == 1,
+ "Stopped exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<BOOST_MSM_EUML_STATE_NAME(Playing)&>().get_attribute(entry_counter) == 1,
+ "Playing entry not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_attribute(start_playback_counter) == 1,"action not called correctly");
+
+ p.process_event(pause());
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 1,"Paused should be active"); //Paused
+ BOOST_CHECK_MESSAGE(p.get_state<BOOST_MSM_EUML_STATE_NAME(Playing)&>().get_attribute(exit_counter) == 1,
+ "Playing exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<BOOST_MSM_EUML_STATE_NAME(Paused)&>().get_attribute(entry_counter) == 1,
+ "Paused entry not called correctly");
+
+ // go back to Playing
+ p.process_event(end_pause());
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 4,"Playing should be active"); //Playing
+ BOOST_CHECK_MESSAGE(p.get_state<BOOST_MSM_EUML_STATE_NAME(Paused)&>().get_attribute(exit_counter) == 1,
+ "Paused exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<BOOST_MSM_EUML_STATE_NAME(Playing)&>().get_attribute(entry_counter) == 2,
+ "Playing entry not called correctly");
+
+ p.process_event(pause());
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 1,"Paused should be active"); //Paused
+ BOOST_CHECK_MESSAGE(p.get_state<BOOST_MSM_EUML_STATE_NAME(Playing)&>().get_attribute(exit_counter) == 2,
+ "Playing exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<BOOST_MSM_EUML_STATE_NAME(Paused)&>().get_attribute(entry_counter) == 2,
+ "Paused entry not called correctly");
+
+ p.process_event(stop());
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 0,"Stopped should be active"); //Stopped
+ BOOST_CHECK_MESSAGE(p.get_state<BOOST_MSM_EUML_STATE_NAME(Paused)&>().get_attribute(exit_counter) == 2,
+ "Paused exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<BOOST_MSM_EUML_STATE_NAME(Stopped)&>().get_attribute(entry_counter) == 2,
+ "Stopped entry not called correctly");
+
+ p.process_event(stop());
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 0,"Stopped should be active"); //Stopped
+ BOOST_CHECK_MESSAGE(p.get_state<BOOST_MSM_EUML_STATE_NAME(Stopped)&>().get_attribute(exit_counter) == 2,
+ "Stopped exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<BOOST_MSM_EUML_STATE_NAME(Stopped)&>().get_attribute(entry_counter) == 3,
+ "Stopped entry not called correctly");
+ }
+}
+
diff --git a/libs/msm/test/SimpleInternalFunctors.cpp b/libs/msm/test/SimpleInternalFunctors.cpp
new file mode 100644
index 0000000000..155d0eb9e0
--- /dev/null
+++ b/libs/msm/test/SimpleInternalFunctors.cpp
@@ -0,0 +1,331 @@
+// 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 <iostream>
+// back-end
+#include <boost/msm/back/state_machine.hpp>
+//front-end
+#include <boost/msm/front/state_machine_def.hpp>
+#include <boost/msm/front/functor_row.hpp>
+#include <boost/msm/front/euml/common.hpp>
+
+#define BOOST_TEST_MODULE MyTest
+#include <boost/test/unit_test.hpp>
+
+using namespace std;
+namespace msm = boost::msm;
+using namespace msm::front;
+namespace mpl = boost::mpl;
+
+namespace
+{
+ // events
+ struct play {};
+ struct end_pause {};
+ struct stop {};
+ struct pause {};
+ struct open_close {};
+ struct internal_evt {};
+ struct to_ignore {};
+
+ // A "complicated" event type that carries some data.
+ enum DiskTypeEnum
+ {
+ DISK_CD=0,
+ DISK_DVD=1
+ };
+ struct cd_detected
+ {
+ cd_detected(std::string name, DiskTypeEnum diskType)
+ : name(name),
+ disc_type(diskType)
+ {}
+
+ std::string name;
+ DiskTypeEnum disc_type;
+ };
+
+ // front-end: define the FSM structure
+ struct player_ : public msm::front::state_machine_def<player_>
+ {
+ unsigned int start_playback_counter;
+ unsigned int can_close_drawer_counter;
+ unsigned int internal_action_counter;
+ unsigned int internal_guard_counter;
+
+ player_():
+ start_playback_counter(0),
+ can_close_drawer_counter(0),
+ internal_action_counter(0),
+ internal_guard_counter(0)
+ {}
+
+ // The list of FSM states
+ struct Empty : public msm::front::state<>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {++entry_counter;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {++exit_counter;}
+ int entry_counter;
+ int exit_counter;
+ unsigned int empty_internal_guard_counter;
+ unsigned int empty_internal_action_counter;
+ struct internal_guard_fct
+ {
+ template <class EVT,class FSM,class SourceState,class TargetState>
+ bool operator()(EVT const& evt ,FSM&,SourceState& src,TargetState& )
+ {
+ ++src.empty_internal_guard_counter;
+ return false;
+ }
+ };
+ struct internal_action_fct
+ {
+ template <class EVT,class FSM,class SourceState,class TargetState>
+ void operator()(EVT const& ,FSM& ,SourceState& src,TargetState& )
+ {
+ ++src.empty_internal_action_counter;
+ }
+ };
+ // Transition table for Empty
+ struct internal_transition_table : mpl::vector<
+ // Start Event Next Action Guard
+ Internal < internal_evt , internal_action_fct ,internal_guard_fct >
+ // +---------+-------------+---------+---------------------+----------------------+
+ > {};
+ };
+ struct Open : public msm::front::state<>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {++entry_counter;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {++exit_counter;}
+ int entry_counter;
+ int exit_counter;
+ };
+
+ // sm_ptr still supported but deprecated as functors are a much better way to do the same thing
+ struct Stopped : public msm::front::state<>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {++entry_counter;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {++exit_counter;}
+ int entry_counter;
+ int exit_counter;
+ };
+
+ struct Playing : public msm::front::state<>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {++entry_counter;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {++exit_counter;}
+ int entry_counter;
+ int exit_counter;
+ };
+
+ // state not defining any entry or exit
+ struct Paused : public msm::front::state<>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {++entry_counter;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {++exit_counter;}
+ int entry_counter;
+ int exit_counter;
+ };
+
+ // the initial state of the player SM. Must be defined
+ typedef Empty initial_state;
+
+ // transition actions
+ void start_playback(play const&) {++start_playback_counter; }
+ void open_drawer(open_close const&) { }
+ void store_cd_info(cd_detected const&) { }
+ 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&){}
+ struct internal_action
+ {
+ template <class EVT,class FSM,class SourceState,class TargetState>
+ void operator()(EVT const& evt ,FSM& fsm,SourceState& ,TargetState& )
+ {
+ ++fsm.internal_action_counter;
+ }
+ };
+ struct internal_guard
+ {
+ template <class EVT,class FSM,class SourceState,class TargetState>
+ bool operator()(EVT const& evt ,FSM& fsm,SourceState& ,TargetState& )
+ {
+ ++fsm.internal_guard_counter;
+ return false;
+ }
+ };
+ struct internal_guard2
+ {
+ template <class EVT,class FSM,class SourceState,class TargetState>
+ bool operator()(EVT const& evt ,FSM& fsm,SourceState& ,TargetState& )
+ {
+ ++fsm.internal_guard_counter;
+ return true;
+ }
+ };
+ // guard conditions
+ bool good_disk_format(cd_detected const& evt)
+ {
+ // to test a guard condition, let's say we understand only CDs, not DVD
+ if (evt.disc_type != DISK_CD)
+ {
+ return false;
+ }
+ return true;
+ }
+ bool can_close_drawer(open_close const&)
+ {
+ ++can_close_drawer_counter;
+ return true;
+ }
+
+ 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 >,
+ _row < Stopped , stop , Stopped >,
+ // +---------+-------------+---------+---------------------+----------------------+
+ g_row < Open , open_close , Empty , &p::can_close_drawer >,
+ // +---------+-------------+---------+---------------------+----------------------+
+ a_row < Empty , open_close , Open , &p::open_drawer >,
+ row < Empty , cd_detected , Stopped , &p::store_cd_info ,&p::good_disk_format >,
+ Row < Empty , internal_evt, none , internal_action ,internal_guard2 >,
+ Row < Empty , to_ignore , none , none , none >,
+ Row < Empty , cd_detected , none , none ,internal_guard >,
+ // +---------+-------------+---------+---------------------+----------------------+
+ 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&, FSM&,int)
+ {
+ BOOST_FAIL("no_transition called!");
+ }
+ // init counters
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& fsm)
+ {
+ fsm.template get_state<player_::Stopped&>().entry_counter=0;
+ fsm.template get_state<player_::Stopped&>().exit_counter=0;
+ fsm.template get_state<player_::Open&>().entry_counter=0;
+ fsm.template get_state<player_::Open&>().exit_counter=0;
+ fsm.template get_state<player_::Empty&>().entry_counter=0;
+ fsm.template get_state<player_::Empty&>().exit_counter=0;
+ fsm.template get_state<player_::Empty&>().empty_internal_guard_counter=0;
+ fsm.template get_state<player_::Empty&>().empty_internal_action_counter=0;
+ fsm.template get_state<player_::Playing&>().entry_counter=0;
+ fsm.template get_state<player_::Playing&>().exit_counter=0;
+ fsm.template get_state<player_::Paused&>().entry_counter=0;
+ fsm.template get_state<player_::Paused&>().exit_counter=0;
+ }
+
+ };
+ // Pick a back-end
+ typedef msm::back::state_machine<player_> player;
+
+// static char const* const state_names[] = { "Stopped", "Open", "Empty", "Playing", "Paused" };
+
+
+ BOOST_AUTO_TEST_CASE( my_test )
+ {
+ player p;
+
+ p.start();
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Empty&>().entry_counter == 1,"Empty entry not called correctly");
+ // internal events
+ p.process_event(to_ignore());
+ p.process_event(internal_evt());
+ BOOST_CHECK_MESSAGE(p.internal_action_counter == 1,"Internal action not called correctly");
+ BOOST_CHECK_MESSAGE(p.internal_guard_counter == 1,"Internal guard not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Empty&>().empty_internal_action_counter == 0,"Empty internal action not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Empty&>().empty_internal_guard_counter == 1,"Empty internal guard not called correctly");
+
+ p.process_event(open_close());
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 1,"Open should be active"); //Open
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Empty&>().exit_counter == 1,"Empty exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Open&>().entry_counter == 1,"Open entry not called correctly");
+
+ p.process_event(open_close());
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 2,"Empty should be active"); //Empty
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Open&>().exit_counter == 1,"Open exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Empty&>().entry_counter == 2,"Empty entry not called correctly");
+ BOOST_CHECK_MESSAGE(p.can_close_drawer_counter == 1,"guard not called correctly");
+
+ p.process_event(
+ cd_detected("louie, louie",DISK_DVD));
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 2,"Empty should be active"); //Empty
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Open&>().exit_counter == 1,"Open exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Empty&>().entry_counter == 2,"Empty entry not called correctly");
+ BOOST_CHECK_MESSAGE(p.internal_guard_counter == 2,"Internal guard not called correctly");
+
+ p.process_event(
+ cd_detected("louie, louie",DISK_CD));
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 0,"Stopped should be active"); //Stopped
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Empty&>().exit_counter == 2,"Empty exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Stopped&>().entry_counter == 1,"Stopped entry not called correctly");
+ BOOST_CHECK_MESSAGE(p.internal_guard_counter == 3,"Internal guard not called correctly");
+
+ p.process_event(play());
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 3,"Playing should be active"); //Playing
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Stopped&>().exit_counter == 1,"Stopped exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Playing&>().entry_counter == 1,"Playing entry not called correctly");
+ BOOST_CHECK_MESSAGE(p.start_playback_counter == 1,"action not called correctly");
+
+ p.process_event(pause());
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 4,"Paused should be active"); //Paused
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Playing&>().exit_counter == 1,"Playing exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Paused&>().entry_counter == 1,"Paused entry not called correctly");
+
+ // go back to Playing
+ p.process_event(end_pause());
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 3,"Playing should be active"); //Playing
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Paused&>().exit_counter == 1,"Paused exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Playing&>().entry_counter == 2,"Playing entry not called correctly");
+
+ p.process_event(pause());
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 4,"Paused should be active"); //Paused
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Playing&>().exit_counter == 2,"Playing exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Paused&>().entry_counter == 2,"Paused entry not called correctly");
+
+ p.process_event(stop());
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 0,"Stopped should be active"); //Stopped
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Paused&>().exit_counter == 2,"Paused exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Stopped&>().entry_counter == 2,"Stopped entry not called correctly");
+
+ p.process_event(stop());
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 0,"Stopped should be active"); //Stopped
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Stopped&>().exit_counter == 2,"Stopped exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Stopped&>().entry_counter == 3,"Stopped entry not called correctly");
+ }
+}
+
diff --git a/libs/msm/test/SimpleMachine.cpp b/libs/msm/test/SimpleMachine.cpp
new file mode 100644
index 0000000000..964ac32346
--- /dev/null
+++ b/libs/msm/test/SimpleMachine.cpp
@@ -0,0 +1,255 @@
+// 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 <iostream>
+// back-end
+#include <boost/msm/back/state_machine.hpp>
+//front-end
+#include <boost/msm/front/state_machine_def.hpp>
+#define BOOST_TEST_MODULE MyTest
+#include <boost/test/unit_test.hpp>
+
+namespace msm = boost::msm;
+namespace mpl = boost::mpl;
+
+namespace
+{
+ // events
+ struct play {};
+ struct end_pause {};
+ struct stop {};
+ struct pause {};
+ struct open_close {};
+
+ // A "complicated" event type that carries some data.
+ enum DiskTypeEnum
+ {
+ DISK_CD=0,
+ DISK_DVD=1
+ };
+ struct cd_detected
+ {
+ cd_detected(std::string name, DiskTypeEnum diskType)
+ : name(name),
+ disc_type(diskType)
+ {}
+
+ std::string name;
+ DiskTypeEnum disc_type;
+ };
+
+ // front-end: define the FSM structure
+ struct player_ : public msm::front::state_machine_def<player_>
+ {
+ unsigned int start_playback_counter;
+ unsigned int can_close_drawer_counter;
+
+ player_():
+ start_playback_counter(0),
+ can_close_drawer_counter(0)
+ {}
+
+ // The list of FSM states
+ struct Empty : public msm::front::state<>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {++entry_counter;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {++exit_counter;}
+ int entry_counter;
+ int exit_counter;
+ };
+ struct Open : public msm::front::state<>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {++entry_counter;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {++exit_counter;}
+ int entry_counter;
+ int exit_counter;
+ };
+
+ // sm_ptr still supported but deprecated as functors are a much better way to do the same thing
+ struct Stopped : public msm::front::state<>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {++entry_counter;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {++exit_counter;}
+ int entry_counter;
+ int exit_counter;
+ };
+
+ struct Playing : public msm::front::state<>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {++entry_counter;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {++exit_counter;}
+ int entry_counter;
+ int exit_counter;
+ };
+
+ // state not defining any entry or exit
+ struct Paused : public msm::front::state<>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {++entry_counter;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {++exit_counter;}
+ int entry_counter;
+ int exit_counter;
+ };
+
+ // the initial state of the player SM. Must be defined
+ typedef Empty initial_state;
+
+ // transition actions
+ void start_playback(play const&) {++start_playback_counter; }
+ void open_drawer(open_close const&) { }
+ void store_cd_info(cd_detected const&) { }
+ 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
+ bool good_disk_format(cd_detected const& evt)
+ {
+ // to test a guard condition, let's say we understand only CDs, not DVD
+ if (evt.disc_type != DISK_CD)
+ {
+ return false;
+ }
+ return true;
+ }
+ bool can_close_drawer(open_close const&)
+ {
+ ++can_close_drawer_counter;
+ return true;
+ }
+
+ 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 >,
+ _row < Stopped , stop , Stopped >,
+ // +---------+-------------+---------+---------------------+----------------------+
+ g_row < Open , open_close , Empty , &p::can_close_drawer >,
+ // +---------+-------------+---------+---------------------+----------------------+
+ a_row < Empty , open_close , Open , &p::open_drawer >,
+ row < Empty , cd_detected , Stopped , &p::store_cd_info ,&p::good_disk_format >,
+ // +---------+-------------+---------+---------------------+----------------------+
+ 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& , FSM&,int)
+ {
+ BOOST_FAIL("no_transition called!");
+ }
+ // init counters
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& fsm)
+ {
+ fsm.template get_state<player_::Stopped&>().entry_counter=0;
+ fsm.template get_state<player_::Stopped&>().exit_counter=0;
+ fsm.template get_state<player_::Open&>().entry_counter=0;
+ fsm.template get_state<player_::Open&>().exit_counter=0;
+ fsm.template get_state<player_::Empty&>().entry_counter=0;
+ fsm.template get_state<player_::Empty&>().exit_counter=0;
+ fsm.template get_state<player_::Playing&>().entry_counter=0;
+ fsm.template get_state<player_::Playing&>().exit_counter=0;
+ fsm.template get_state<player_::Paused&>().entry_counter=0;
+ fsm.template get_state<player_::Paused&>().exit_counter=0;
+ }
+
+ };
+ // Pick a back-end
+ typedef msm::back::state_machine<player_> player;
+
+// static char const* const state_names[] = { "Stopped", "Open", "Empty", "Playing", "Paused" };
+
+
+ BOOST_AUTO_TEST_CASE( my_test )
+ {
+ player p;
+
+ p.start();
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Empty&>().entry_counter == 1,"Empty entry not called correctly");
+
+ p.process_event(open_close());
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 1,"Open should be active"); //Open
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Empty&>().exit_counter == 1,"Empty exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Open&>().entry_counter == 1,"Open entry not called correctly");
+
+ p.process_event(open_close());
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 2,"Empty should be active"); //Empty
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Open&>().exit_counter == 1,"Open exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Empty&>().entry_counter == 2,"Empty entry not called correctly");
+ BOOST_CHECK_MESSAGE(p.can_close_drawer_counter == 1,"guard not called correctly");
+
+ p.process_event(
+ cd_detected("louie, louie",DISK_DVD));
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 2,"Empty should be active"); //Empty
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Open&>().exit_counter == 1,"Open exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Empty&>().entry_counter == 2,"Empty entry not called correctly");
+
+ p.process_event(
+ cd_detected("louie, louie",DISK_CD));
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 0,"Stopped should be active"); //Stopped
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Empty&>().exit_counter == 2,"Empty exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Stopped&>().entry_counter == 1,"Stopped entry not called correctly");
+
+ p.process_event(play());
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 3,"Playing should be active"); //Playing
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Stopped&>().exit_counter == 1,"Stopped exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Playing&>().entry_counter == 1,"Playing entry not called correctly");
+ BOOST_CHECK_MESSAGE(p.start_playback_counter == 1,"action not called correctly");
+
+ p.process_event(pause());
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 4,"Paused should be active"); //Paused
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Playing&>().exit_counter == 1,"Playing exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Paused&>().entry_counter == 1,"Paused entry not called correctly");
+
+ // go back to Playing
+ p.process_event(end_pause());
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 3,"Playing should be active"); //Playing
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Paused&>().exit_counter == 1,"Paused exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Playing&>().entry_counter == 2,"Playing entry not called correctly");
+
+ p.process_event(pause());
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 4,"Paused should be active"); //Paused
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Playing&>().exit_counter == 2,"Playing exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Paused&>().entry_counter == 2,"Paused entry not called correctly");
+
+ p.process_event(stop());
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 0,"Stopped should be active"); //Stopped
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Paused&>().exit_counter == 2,"Paused exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Stopped&>().entry_counter == 2,"Stopped entry not called correctly");
+
+ p.process_event(stop());
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 0,"Stopped should be active"); //Stopped
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Stopped&>().exit_counter == 2,"Stopped exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Stopped&>().entry_counter == 3,"Stopped entry not called correctly");
+ }
+}
+
diff --git a/libs/msm/test/SimpleWithFunctors.cpp b/libs/msm/test/SimpleWithFunctors.cpp
new file mode 100644
index 0000000000..872368e36a
--- /dev/null
+++ b/libs/msm/test/SimpleWithFunctors.cpp
@@ -0,0 +1,359 @@
+// 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 <iostream>
+// back-end
+#include <boost/msm/back/state_machine.hpp>
+//front-end
+#include <boost/msm/front/state_machine_def.hpp>
+// functors
+#include <boost/msm/front/functor_row.hpp>
+#include <boost/msm/front/euml/common.hpp>
+// for And_ operator
+#include <boost/msm/front/euml/operator.hpp>
+
+#define BOOST_TEST_MODULE MyTest
+#include <boost/test/unit_test.hpp>
+
+using namespace std;
+namespace msm = boost::msm;
+namespace mpl = boost::mpl;
+using namespace msm::front;
+// for And_ operator
+using namespace msm::front::euml;
+
+namespace
+{
+ // events
+ struct play {};
+ struct end_pause {};
+ struct stop {};
+ struct pause {};
+ struct open_close {};
+
+ // A "complicated" event type that carries some data.
+ enum DiskTypeEnum
+ {
+ DISK_CD=0,
+ DISK_DVD=1
+ };
+ struct cd_detected
+ {
+ cd_detected(std::string name, DiskTypeEnum diskType)
+ : name(name),
+ disc_type(diskType)
+ {}
+
+ std::string name;
+ DiskTypeEnum disc_type;
+ };
+
+ // front-end: define the FSM structure
+ struct player_ : public msm::front::state_machine_def<player_>
+ {
+ unsigned int start_playback_counter;
+ unsigned int can_close_drawer_counter;
+ unsigned int test_fct_counter;
+
+ player_():
+ start_playback_counter(0),
+ can_close_drawer_counter(0),
+ test_fct_counter(0)
+ {}
+
+ // The list of FSM states
+ struct Empty : public msm::front::state<>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {++entry_counter;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {++exit_counter;}
+ int entry_counter;
+ int exit_counter;
+ };
+ struct Open : public msm::front::state<>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {++entry_counter;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {++exit_counter;}
+ int entry_counter;
+ int exit_counter;
+ };
+
+ // sm_ptr still supported but deprecated as functors are a much better way to do the same thing
+ struct Stopped : public msm::front::state<>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {++entry_counter;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {++exit_counter;}
+ int entry_counter;
+ int exit_counter;
+ };
+
+ struct Playing : public msm::front::state<>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {++entry_counter;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {++exit_counter;}
+ int entry_counter;
+ int exit_counter;
+ };
+
+ // state not defining any entry or exit
+ struct Paused : public msm::front::state<>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {++entry_counter;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {++exit_counter;}
+ int entry_counter;
+ int exit_counter;
+ };
+
+ // the initial state of the player SM. Must be defined
+ typedef Empty initial_state;
+
+ // transition actions
+ struct TestFct
+ {
+ template <class EVT,class FSM,class SourceState,class TargetState>
+ void operator()(EVT const&, FSM& fsm,SourceState& ,TargetState& )
+ {
+ ++fsm.test_fct_counter;
+ }
+ };
+ struct start_playback
+ {
+ template <class EVT,class FSM,class SourceState,class TargetState>
+ void operator()(EVT const& ,FSM& fsm,SourceState& ,TargetState& )
+ {
+ ++fsm.start_playback_counter;
+ }
+ };
+ struct open_drawer
+ {
+ template <class EVT,class FSM,class SourceState,class TargetState>
+ void operator()(EVT const& ,FSM& ,SourceState& ,TargetState& )
+ {
+ }
+ };
+ struct close_drawer
+ {
+ template <class EVT,class FSM,class SourceState,class TargetState>
+ void operator()(EVT const& ,FSM& ,SourceState& ,TargetState& )
+ {
+ }
+ };
+ struct store_cd_info
+ {
+ template <class EVT,class FSM,class SourceState,class TargetState>
+ void operator()(EVT const&,FSM& fsm ,SourceState& ,TargetState& )
+ {
+ fsm.process_event(play());
+ }
+ };
+ struct stop_playback
+ {
+ template <class EVT,class FSM,class SourceState,class TargetState>
+ void operator()(EVT const& ,FSM& ,SourceState& ,TargetState& )
+ {
+ }
+ };
+ struct pause_playback
+ {
+ template <class EVT,class FSM,class SourceState,class TargetState>
+ void operator()(EVT const& ,FSM& ,SourceState& ,TargetState& )
+ {
+ }
+ };
+ struct resume_playback
+ {
+ template <class EVT,class FSM,class SourceState,class TargetState>
+ void operator()(EVT const& ,FSM& ,SourceState& ,TargetState& )
+ {
+ }
+ };
+ struct stop_and_open
+ {
+ template <class EVT,class FSM,class SourceState,class TargetState>
+ void operator()(EVT const& ,FSM& ,SourceState& ,TargetState& )
+ {
+ }
+ };
+ struct stopped_again
+ {
+ template <class EVT,class FSM,class SourceState,class TargetState>
+ void operator()(EVT const& ,FSM& ,SourceState& ,TargetState& )
+ {
+ }
+ };
+ // guard conditions
+ struct DummyGuard
+ {
+ template <class EVT,class FSM,class SourceState,class TargetState>
+ bool operator()(EVT const& evt,FSM& fsm,SourceState& src,TargetState& tgt)
+ {
+ return true;
+ }
+ };
+ struct good_disk_format
+ {
+ template <class EVT,class FSM,class SourceState,class TargetState>
+ bool operator()(EVT const& evt ,FSM&,SourceState& ,TargetState& )
+ {
+ // to test a guard condition, let's say we understand only CDs, not DVD
+ if (evt.disc_type != DISK_CD)
+ {
+ return false;
+ }
+ return true;
+ }
+ };
+ struct always_true
+ {
+ template <class EVT,class FSM,class SourceState,class TargetState>
+ bool operator()(EVT const& evt ,FSM&,SourceState& ,TargetState& )
+ {
+ return true;
+ }
+ };
+ struct can_close_drawer
+ {
+ template <class EVT,class FSM,class SourceState,class TargetState>
+ bool operator()(EVT const& evt ,FSM& fsm,SourceState& ,TargetState& )
+ {
+ ++fsm.can_close_drawer_counter;
+ return true;
+ }
+ };
+
+ typedef player_ p; // makes transition table cleaner
+
+ // Transition table for player
+ struct transition_table : mpl::vector<
+ // Start Event Next Action Guard
+ // +---------+-------------+---------+---------------------+----------------------+
+ Row < Stopped , play , Playing , ActionSequence_
+ <mpl::vector<
+ TestFct,start_playback> >
+ , DummyGuard >,
+ Row < Stopped , open_close , Open , open_drawer , none >,
+ Row < Stopped , stop , Stopped , none , none >,
+ // +---------+-------------+---------+---------------------------+----------------------+
+ Row < Open , open_close , Empty , close_drawer , can_close_drawer >,
+ // +---------+-------------+---------+---------------------------+----------------------+
+ Row < Empty , open_close , Open , open_drawer , none >,
+ Row < Empty , cd_detected , Stopped , store_cd_info , And_<good_disk_format,
+ always_true> >,
+ // +---------+-------------+---------+---------------------------+----------------------+
+ Row < Playing , stop , Stopped , stop_playback , none >,
+ Row < Playing , pause , Paused , pause_playback , none >,
+ Row < Playing , open_close , Open , stop_and_open , none >,
+ // +---------+-------------+---------+---------------------------+----------------------+
+ Row < Paused , end_pause , Playing , resume_playback , none >,
+ Row < Paused , stop , Stopped , stop_playback , none >,
+ Row < Paused , open_close , Open , stop_and_open , none >
+
+ // +---------+-------------+---------+---------------------+----------------------+
+ > {};
+ // Replaces the default no-transition response.
+ template <class FSM,class Event>
+ void no_transition(Event const&, FSM&,int)
+ {
+ BOOST_FAIL("no_transition called!");
+ }
+ // init counters
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& fsm)
+ {
+ fsm.template get_state<player_::Stopped&>().entry_counter=0;
+ fsm.template get_state<player_::Stopped&>().exit_counter=0;
+ fsm.template get_state<player_::Open&>().entry_counter=0;
+ fsm.template get_state<player_::Open&>().exit_counter=0;
+ fsm.template get_state<player_::Empty&>().entry_counter=0;
+ fsm.template get_state<player_::Empty&>().exit_counter=0;
+ fsm.template get_state<player_::Playing&>().entry_counter=0;
+ fsm.template get_state<player_::Playing&>().exit_counter=0;
+ fsm.template get_state<player_::Paused&>().entry_counter=0;
+ fsm.template get_state<player_::Paused&>().exit_counter=0;
+ }
+
+ };
+ // Pick a back-end
+ typedef msm::back::state_machine<player_> player;
+
+// static char const* const state_names[] = { "Stopped", "Open", "Empty", "Playing", "Paused" };
+
+
+ BOOST_AUTO_TEST_CASE( my_test )
+ {
+ player p;
+
+ p.start();
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Empty&>().entry_counter == 1,"Empty entry not called correctly");
+
+ p.process_event(open_close());
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 1,"Open should be active"); //Open
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Empty&>().exit_counter == 1,"Empty exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Open&>().entry_counter == 1,"Open entry not called correctly");
+
+ p.process_event(open_close());
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 2,"Empty should be active"); //Empty
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Open&>().exit_counter == 1,"Open exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Empty&>().entry_counter == 2,"Empty entry not called correctly");
+ BOOST_CHECK_MESSAGE(p.can_close_drawer_counter == 1,"guard not called correctly");
+
+ p.process_event(
+ cd_detected("louie, louie",DISK_DVD));
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 2,"Empty should be active"); //Empty
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Open&>().exit_counter == 1,"Open exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Empty&>().entry_counter == 2,"Empty entry not called correctly");
+
+ p.process_event(
+ cd_detected("louie, louie",DISK_CD));
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 3,"Playing should be active"); //Playing
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Empty&>().exit_counter == 2,"Empty exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Stopped&>().entry_counter == 1,"Stopped entry not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Stopped&>().exit_counter == 1,"Stopped exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Playing&>().entry_counter == 1,"Playing entry not called correctly");
+ BOOST_CHECK_MESSAGE(p.start_playback_counter == 1,"action not called correctly");
+ BOOST_CHECK_MESSAGE(p.test_fct_counter == 1,"action not called correctly");
+
+ p.process_event(pause());
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 4,"Paused should be active"); //Paused
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Playing&>().exit_counter == 1,"Playing exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Paused&>().entry_counter == 1,"Paused entry not called correctly");
+
+ // go back to Playing
+ p.process_event(end_pause());
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 3,"Playing should be active"); //Playing
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Paused&>().exit_counter == 1,"Paused exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Playing&>().entry_counter == 2,"Playing entry not called correctly");
+
+ p.process_event(pause());
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 4,"Paused should be active"); //Paused
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Playing&>().exit_counter == 2,"Playing exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Paused&>().entry_counter == 2,"Paused entry not called correctly");
+
+ p.process_event(stop());
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 0,"Stopped should be active"); //Stopped
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Paused&>().exit_counter == 2,"Paused exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Stopped&>().entry_counter == 2,"Stopped entry not called correctly");
+
+ p.process_event(stop());
+ BOOST_CHECK_MESSAGE(p.current_state()[0] == 0,"Stopped should be active"); //Stopped
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Stopped&>().exit_counter == 2,"Stopped exit not called correctly");
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Stopped&>().entry_counter == 3,"Stopped entry not called correctly");
+ }
+}
+
diff --git a/libs/msm/test/TestConstructor.cpp b/libs/msm/test/TestConstructor.cpp
new file mode 100644
index 0000000000..f862f1efc4
--- /dev/null
+++ b/libs/msm/test/TestConstructor.cpp
@@ -0,0 +1,267 @@
+// 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 <iostream>
+// back-end
+#include <boost/msm/back/state_machine.hpp>
+//front-end
+#include <boost/msm/front/state_machine_def.hpp>
+#define BOOST_TEST_MODULE MyTest
+#include <boost/test/unit_test.hpp>
+
+namespace msm = boost::msm;
+namespace mpl = boost::mpl;
+
+
+namespace
+{
+ struct SomeExternalContext
+ {
+ SomeExternalContext(int b):bla(b){}
+ int bla;
+ };
+ // events
+ struct play {};
+ struct end_pause {};
+ struct stop {};
+ struct pause {};
+ struct open_close {};
+ struct NextSong {};
+ struct PreviousSong {};
+
+ // A "complicated" event type that carries some data.
+ enum DiskTypeEnum
+ {
+ DISK_CD=0,
+ DISK_DVD=1
+ };
+ struct cd_detected
+ {
+ cd_detected(std::string name, DiskTypeEnum diskType)
+ : name(name),
+ disc_type(diskType)
+ {}
+
+ std::string name;
+ DiskTypeEnum disc_type;
+ };
+
+ // front-end: define the FSM structure
+ struct player_ : public msm::front::state_machine_def<player_>
+ {
+ player_(SomeExternalContext& context,int someint)
+ :context_(context)
+ {
+ BOOST_CHECK_MESSAGE(context_.bla == 3,"Wrong context value");
+ BOOST_CHECK_MESSAGE(someint == 5,"Wrong int value");
+ context.bla = 10;
+ }
+
+ SomeExternalContext& context_;
+
+ // The list of FSM states
+ struct Empty : public msm::front::state<>
+ {
+ int data_;
+ Empty():data_(0){}
+ Empty(int i):data_(i){}
+ // every (optional) entry/exit methods get the event passed.
+ 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<>
+ {
+ int data_;
+ Open():data_(0){}
+ Open(int i):data_(i){}
+
+ 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;}
+ };
+
+ // sm_ptr still supported but deprecated as functors are a much better way to do the same thing
+ struct Stopped : public msm::front::state<msm::front::default_base_state,msm::front::sm_ptr>
+ {
+ 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;}
+ void set_sm_ptr(player_* pl)
+ {
+ m_player=pl;
+ }
+ player_* m_player;
+ };
+
+ struct Playing_ : public msm::front::state_machine_def<Playing_>
+ {
+ // when playing, the CD is loaded and we are in either pause or playing (duh)
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "entering: Playing" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "leaving: Playing" << std::endl;}
+
+ // The list of FSM states
+ struct Song1 : public msm::front::state<>
+ {
+ int data_;
+ Song1():data_(0){}
+ Song1(int i):data_(i){}
+
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "starting: First song" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "finishing: First Song" << std::endl;}
+
+ };
+ struct Song2 : public msm::front::state<>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "starting: Second song" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "finishing: Second Song" << std::endl;}
+ };
+ struct Song3 : public msm::front::state<>
+ {
+ template <class Event,class FSM>
+ void on_entry(Event const&,FSM& ) {std::cout << "starting: Third song" << std::endl;}
+ template <class Event,class FSM>
+ void on_exit(Event const&,FSM& ) {std::cout << "finishing: Third Song" << std::endl;}
+ };
+ // 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;
+ }
+ };
+ // back-end
+ typedef msm::back::state_machine<Playing_> Playing;
+
+ // state not defining any entry or exit
+ struct Paused : public msm::front::state<>
+ {
+ };
+
+ // the initial state of the player SM. Must be defined
+ typedef Empty initial_state;
+
+ // transition actions
+ void start_playback(play const&) { std::cout << "player::start_playback\n"; }
+ void open_drawer(open_close const&) { std::cout << "player::open_drawer\n"; }
+ void close_drawer(open_close const&) { std::cout << "player::close_drawer\n"; }
+ void store_cd_info(cd_detected const&) { std::cout << "player::store_cd_info\n"; }
+ void stop_playback(stop const&) { std::cout << "player::stop_playback\n"; }
+ void pause_playback(pause const&) { std::cout << "player::pause_playback\n"; }
+ void resume_playback(end_pause const&) { std::cout << "player::resume_playback\n"; }
+ void stop_and_open(open_close const&) { std::cout << "player::stop_and_open\n"; }
+ void stopped_again(stop const&) {std::cout << "player::stopped_again\n";}
+ // guard conditions
+ bool good_disk_format(cd_detected const& evt)
+ {
+ // to test a guard condition, let's say we understand only CDs, not DVD
+ if (evt.disc_type != DISK_CD)
+ {
+ std::cout << "wrong disk, sorry" << std::endl;
+ return false;
+ }
+ return true;
+ }
+ // used to show a transition conflict. This guard will simply deactivate one transition and thus
+ // solve the conflict
+ bool auto_start(cd_detected const&)
+ {
+ return false;
+ }
+
+ 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 >,
+ _row < Stopped , stop , Stopped >,
+ // +---------+-------------+---------+---------------------+----------------------+
+ a_row < Open , open_close , Empty , &p::close_drawer >,
+ // +---------+-------------+---------+---------------------+----------------------+
+ a_row < Empty , open_close , Open , &p::open_drawer >,
+ row < Empty , cd_detected , Stopped , &p::store_cd_info ,&p::good_disk_format >,
+ row < Empty , cd_detected , Playing , &p::store_cd_info ,&p::auto_start >,
+ // +---------+-------------+---------+---------------------+----------------------+
+ 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)
+ {
+ BOOST_FAIL("no_transition called!");
+ }
+ };
+ // Pick a back-end
+ typedef msm::back::state_machine<player_> player;
+
+
+ BOOST_AUTO_TEST_CASE( my_test )
+ {
+ SomeExternalContext ctx(3);
+ player p1(boost::ref(ctx),5);
+ BOOST_CHECK_MESSAGE(p1.context_.bla == 10,"Wrong returned context value");
+
+ ctx.bla = 3;
+ player p2(msm::back::states_ << player_::Empty(1),boost::ref(ctx),5);
+ BOOST_CHECK_MESSAGE(p2.get_state<player_::Empty&>().data_ == 1,"Wrong Empty value");
+
+ p2.set_states(msm::back::states_ << player_::Empty(5));
+ BOOST_CHECK_MESSAGE(p2.get_state<player_::Empty&>().data_ == 5,"Wrong Empty value");
+
+ p2.set_states(msm::back::states_ << player_::Empty(7) << player_::Open(2));
+ BOOST_CHECK_MESSAGE(p2.get_state<player_::Empty&>().data_ == 7,"Wrong Empty value");
+ BOOST_CHECK_MESSAGE(p2.get_state<player_::Open&>().data_ == 2,"Wrong Open value");
+
+ ctx.bla = 3;
+ player p(msm::back::states_ << player_::Empty(1)
+ << player_::Playing(msm::back::states_ << player_::Playing_::Song1(8)),
+ boost::ref(ctx),5);
+ BOOST_CHECK_MESSAGE(p.get_state<player_::Playing&>().get_state<player_::Playing_::Song1&>().data_ == 8,"Wrong Open value");
+ }
+}
+