47ede94322
[SVN r63060]
244 lines
9.7 KiB
C++
244 lines
9.7 KiB
C++
// Copyright 2010 Christophe Henry
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// henry UNDERSCORE christophe AT hotmail DOT com
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// This is an extended version of the state machine available in the boost::mpl library
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// Distributed under the same license as the original.
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// Copyright for the original version:
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// Copyright 2005 David Abrahams and Aleksey Gurtovoy. Distributed
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// under the Boost Software License, Version 1.0. (See accompanying
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// file LICENSE_1_0.txt or copy at
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// http://www.boost.org/LICENSE_1_0.txt)
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#include <boost/msm/back/state_machine.hpp>
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#include <boost/msm/front/state_machine_def.hpp>
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namespace msm = boost::msm;
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namespace mpl = boost::mpl;
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#include <iostream>
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#ifdef WIN32
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#include "windows.h"
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#else
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#include <sys/time.h>
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#endif
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namespace test_fsm // Concrete FSM implementation
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{
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// events
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struct play {};
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struct end_pause {};
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struct stop {};
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struct pause {};
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struct open_close {};
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struct cd_detected{};
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struct NextSong {};
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struct PreviousSong {};
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// Concrete FSM implementation
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struct player_ : public msm::front::state_machine_def<player_>
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{
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// no need for exception handling or message queue
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typedef int no_exception_thrown;
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typedef int no_message_queue;
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// The list of FSM states
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struct Empty : public msm::front::state<>
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{
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// optional entry/exit methods
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template <class Event,class FSM>
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void on_entry(Event const&,FSM& ) {/*std::cout << "entering: Empty" << std::endl;*/}
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template <class Event,class FSM>
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void on_exit(Event const&,FSM& ) {/*std::cout << "leaving: Empty" << std::endl;*/}
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};
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struct Open : public msm::front::state<>
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{
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template <class Event,class FSM>
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void on_entry(Event const&,FSM& ) {/*std::cout << "entering: Open" << std::endl;*/}
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template <class Event,class FSM>
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void on_exit(Event const&,FSM& ) {/*std::cout << "leaving: Open" << std::endl;*/}
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};
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struct Stopped : public msm::front::state<>
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{
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// when stopped, the CD is loaded
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template <class Event,class FSM>
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void on_entry(Event const&,FSM& ) {/*std::cout << "entering: Stopped" << std::endl;*/}
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template <class Event,class FSM>
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void on_exit(Event const&,FSM& ) {/*std::cout << "leaving: Stopped" << std::endl;*/}
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};
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struct Playing_ : public msm::front::state_machine_def<Playing_>
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{
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// no need for exception handling or message queue
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typedef int no_exception_thrown;
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typedef int no_message_queue;
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// The list of FSM states
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struct Song1 : public msm::front::state<> {};
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struct Song2 : public msm::front::state<> {};
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struct Song3 : public msm::front::state<> {};
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// the initial state. Must be defined
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typedef Song1 initial_state;
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// transition actions
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void start_next_song(NextSong const&) { /*std::cout << "Playing::start_next_song\n";*/ }
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void start_prev_song(PreviousSong const&) { /*std::cout << "Playing::start_prev_song\n"; */}
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// guard conditions
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typedef Playing_ pl; // makes transition table cleaner
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// Transition table for Playing
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struct transition_table : mpl::vector4<
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// Start Event Next Action Guard
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// +---------+-------------+---------+---------------------+----------------------+
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a_row < Song1 , NextSong , Song2 , &pl::start_next_song >,
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a_row < Song2 , PreviousSong, Song1 , &pl::start_prev_song >,
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a_row < Song2 , NextSong , Song3 , &pl::start_next_song >,
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a_row < Song3 , PreviousSong, Song2 , &pl::start_prev_song >
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// +---------+-------------+---------+---------------------+----------------------+
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> {};
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// Replaces the default no-transition response.
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template <class FSM,class Event>
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void no_transition(Event const& e, FSM&,int state)
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{
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std::cout << "no transition from state " << state
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<< " on event " << typeid(e).name() << std::endl;
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}
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};
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typedef msm::back::state_machine<Playing_> Playing;
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// state not defining any entry or exit
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struct Paused : public msm::front::state<>
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{
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template <class Event,class FSM>
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void on_entry(Event const&,FSM& ) {/*std::cout << "entering: Paused" << std::endl;*/}
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template <class Event,class FSM>
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void on_exit(Event const&,FSM& ) {/*std::cout << "leaving: Paused" << std::endl;*/}
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};
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// the initial state of the player SM. Must be defined
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typedef Empty initial_state;
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// transition actions
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void start_playback(play const&) { }
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void open_drawer(open_close const&) { }
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void close_drawer(open_close const&) { }
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void store_cd_info(cd_detected const& cd) { }
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void stop_playback(stop const&) { }
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void pause_playback(pause const&) { }
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void resume_playback(end_pause const&) { }
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void stop_and_open(open_close const&) { }
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void stopped_again(stop const&){}
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// guard conditions
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typedef player_ p; // makes transition table cleaner
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// Transition table for player
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struct transition_table : mpl::vector<
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// Start Event Next Action Guard
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// +---------+-------------+---------+---------------------+----------------------+
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a_row < Stopped , play , Playing , &p::start_playback >,
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a_row < Stopped , open_close , Open , &p::open_drawer >,
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a_row < Stopped , stop , Stopped , &p::stopped_again >,
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// +---------+-------------+---------+---------------------+----------------------+
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a_row < Open , open_close , Empty , &p::close_drawer >,
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// +---------+-------------+---------+---------------------+----------------------+
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a_row < Empty , open_close , Open , &p::open_drawer >,
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a_row < Empty , cd_detected , Stopped , &p::store_cd_info >,
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// +---------+-------------+---------+---------------------+----------------------+
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a_row < Playing , stop , Stopped , &p::stop_playback >,
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a_row < Playing , pause , Paused , &p::pause_playback >,
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a_row < Playing , open_close , Open , &p::stop_and_open >,
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// +---------+-------------+---------+---------------------+----------------------+
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a_row < Paused , end_pause , Playing , &p::resume_playback >,
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a_row < Paused , stop , Stopped , &p::stop_playback >,
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a_row < Paused , open_close , Open , &p::stop_and_open >
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// +---------+-------------+---------+---------------------+----------------------+
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> {};
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// Replaces the default no-transition response.
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template <class FSM,class Event>
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void no_transition(Event const& e, FSM&,int state)
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{
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std::cout << "no transition from state " << state
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<< " on event " << typeid(e).name() << std::endl;
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}
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};
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typedef msm::back::state_machine<player_> player;
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//
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// Testing utilities.
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//
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static char const* const state_names[] = { "Stopped", "Open", "Empty", "Playing", "Paused" };
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void pstate(player const& p)
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{
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std::cout << " -> " << state_names[p.current_state()[0]] << std::endl;
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}
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}
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#ifndef WIN32
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long mtime(struct timeval& tv1,struct timeval& tv2)
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{
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return (tv2.tv_sec-tv1.tv_sec) *1000000 + ((tv2.tv_usec-tv1.tv_usec));
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}
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#endif
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int main()
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{
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// for timing
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#ifdef WIN32
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LARGE_INTEGER res;
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::QueryPerformanceFrequency(&res);
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LARGE_INTEGER li,li2;
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#else
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struct timeval tv1,tv2;
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gettimeofday(&tv1,NULL);
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#endif
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test_fsm::player p2;
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p2.start();
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// for timing
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#ifdef WIN32
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::QueryPerformanceCounter(&li);
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#else
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gettimeofday(&tv1,NULL);
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#endif
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for (int i=0;i<100;++i)
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{
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p2.process_event(test_fsm::open_close());
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p2.process_event(test_fsm::open_close());
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p2.process_event(test_fsm::cd_detected());
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p2.process_event(test_fsm::play());
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for (int j=0;j<100;++j)
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{
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p2.process_event(test_fsm::NextSong());
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p2.process_event(test_fsm::NextSong());
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p2.process_event(test_fsm::PreviousSong());
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p2.process_event(test_fsm::PreviousSong());
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}
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p2.process_event(test_fsm::pause());
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// go back to Playing
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p2.process_event(test_fsm::end_pause());
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p2.process_event(test_fsm::pause());
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p2.process_event(test_fsm::stop());
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// event leading to the same state
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p2.process_event(test_fsm::stop());
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p2.process_event(test_fsm::open_close());
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p2.process_event(test_fsm::open_close());
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}
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#ifdef WIN32
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::QueryPerformanceCounter(&li2);
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#else
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gettimeofday(&tv2,NULL);
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#endif
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#ifdef WIN32
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std::cout << "msm took in s:" << (double)(li2.QuadPart-li.QuadPart)/res.QuadPart <<"\n" <<std::endl;
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#else
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std::cout << "msm took in us:" << mtime(tv1,tv2) <<"\n" <<std::endl;
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#endif
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return 0;
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}
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