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that use it are valid. Merged revisions 53047-53048 via svnmerge from https://svn.boost.org/svn/boost/trunk ........ r53047 | danieljames | 2009-05-16 15:17:20 +0100 (Sat, 16 May 2009) | 1 line Fix some validation errors. ........ r53048 | danieljames | 2009-05-16 15:23:59 +0100 (Sat, 16 May 2009) | 1 line Use a local copy of the valid HTML 4.01 icon. ........ [SVN r53258]
784 lines
31 KiB
HTML
784 lines
31 KiB
HTML
<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN">
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<html>
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<head>
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<meta http-equiv="Content-Language" content="en-us">
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<meta http-equiv="Content-Type" content="text/html; charset=us-ascii">
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<meta name="GENERATOR" content="Microsoft FrontPage 6.0">
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<meta name="ProgId" content="FrontPage.Editor.Document">
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<link rel="stylesheet" type="text/css" href="../../../boost.css">
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<title>The Boost Statechart Library - FAQ</title>
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</head>
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<body link="#0000FF" vlink="#800080">
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<table border="0" cellpadding="7" cellspacing="0" width="100%" summary=
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"header">
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<tr>
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<td valign="top" width="300">
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<h3><a href="../../../index.htm"><img alt="C++ Boost" src=
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"../../../boost.png" border="0" width="277" height="86"></a></h3>
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</td>
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<td valign="top">
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<h1 align="center">The Boost Statechart Library</h1>
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<h2 align="center">Frequently Asked Questions (FAQs)</h2>
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</td>
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</tr>
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</table>
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<hr>
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<dl class="page-index">
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<dt><a href="#StateLocalStorage">What's so cool about state-local
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storage?</a></dt>
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<dt><a href="#HideInnerWorkings">How can I hide the inner workings of a
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state machine from its clients?</a></dt>
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<dt><a href="#MachineInheritance">Is it possible to inherit from a given
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state machine and modify its layout in the subclass?</a></dt>
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<dt><a href="#Uml2">What about UML2.0 features?</a></dt>
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<dt><a href="#AssertInStateDestructor">Why do I get an assert when I
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access the state machine from a state destructor?</a></dt>
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<dt><a href="#EmbeddedApplications">Is Boost.Statechart suitable for
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embedded applications?</a></dt>
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<dt><a href="#HardRealtime">Is your library suitable for applications
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with hard real-time requirements?</a></dt>
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<dt><a href="#TemplatedStates">With templated states I get an error that
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'inner_context_type' is not defined. What's wrong?</a></dt>
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<dt><a href="#CompilerError">My compiler reports an error in the library
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code. Is this a bug in Boost.Statechart?</a></dt>
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<dt><a href="#DisableHistory">Is it possible to disable history for a
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state at runtime?</a></dt>
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<dt><a href="#Dll">How can I compile a state machine into a dynamic link
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library (DLL)?</a></dt>
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<dt><a href="#PolymorphicEvents">Does Boost.Statechart support
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polymorphic events?</a></dt>
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<dt><a href="#WrongExitActionOrder">Why are exit-actions called in the
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wrong order when I use multiple inheritance?</a></dt>
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</dl>
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<h2><a name="StateLocalStorage" id="StateLocalStorage">What's so cool about
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state-local storage?</a></h2>
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<p>This is best explained with an example:</p>
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<pre>
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struct Active;
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struct Stopped;
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struct Running;
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struct StopWatch : sc::state_machine< StopWatch, Active >
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{
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// startTime_ remains uninitialized, because there is no reasonable default
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StopWatch() : elapsedTime_( 0.0 ) {}
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~StopWatch()
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{
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terminate();
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}
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double ElapsedTime() const
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{
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// Ugly switch over the current state.
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if ( state_cast< const Stopped * >() != 0 )
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{
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return elapsedTime_;
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}
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else if ( state_cast< const Running * >() != 0 )
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{
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return elapsedTime_ + std::difftime( std::time( 0 ), startTime_ );
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}
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else // we're terminated
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{
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throw std::bad_cast();
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}
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}
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// elapsedTime_ is only meaningful when the machine is not terminated
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double elapsedTime_;
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// startTime_ is only meaningful when the machine is in Running
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std::time_t startTime_;
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};
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struct Active : sc::state< Active, StopWatch, Stopped >
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{
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typedef sc::transition< EvReset, Active > reactions;
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Active( my_context ctx ) : my_base( ctx )
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{
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outermost_context().elapsedTime_ = 0.0;
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}
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};
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struct Running : sc::state< Running, Active >
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{
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typedef sc::transition< EvStartStop, Stopped > reactions;
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Running( my_context ctx ) : my_base( ctx )
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{
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outermost_context().startTime_ = std::time( 0 );
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}
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~Running()
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{
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outermost_context().elapsedTime_ +=
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std::difftime( std::time( 0 ), outermost_context().startTime_ );
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}
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};
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struct Stopped : sc::simple_state< Stopped, Active >
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{
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typedef sc::transition< EvStartStop, Running > reactions;
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};
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</pre>
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<p>This StopWatch does not make any use of state-local storage while
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implementing the same behavior as the <a href=
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"tutorial.html#BasicTopicsAStopWatch">tutorial StopWatch</a>. Even though
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this code is probably easier to read for the untrained eye, it does have a
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few problems that are absent in the original:</p>
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<ul>
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<li>This StopWatch class has data members that have a meaningful value
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only if the state machine happens to be in a certain state. That is, the
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lifetimes of these variables are not identical with the one of the
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StopWatch object containing them. Since the lifetimes are managed by the
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entry and exit actions of states, we need to use an ugly switch over the
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current state (see <code>StopWatch::ElapsedTime()</code>) if we want to
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access them from a context where the current state is unclear. This
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essentially duplicates some of the state logic of the FSM. Therefore,
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whenever we need to change the layout of the state machine we will likely
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also need to change the ugly switch. Even worse, if we forget to change
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the switch, the code will probably still compile and maybe even silently
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do the wrong thing. Note that this is impossible with the version in the
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tutorial, which will at least throw an exception and often just refuse to
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compile. Moreover, for the tutorial StopWatch there's a much higher
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chance that a programmer will get a change correct the first time since
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the code that calculates the elapsed time is located close to the code
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that updates the variables</li>
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<li>We need to change the StopWatch class whenever we want to introduce a
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new variable or change the type of an already existing variable. That is,
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many changes in the FSM will likely lead to a change in the StopWatch
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class. In all FSMs that do not employ state-local storage, the
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<code>state_machine<></code> subtype will therefore be a change
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hotspot, which is a pretty sure indicator for a bad design</li>
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</ul>
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<p>Both points are not much of a problem in a small example like this,
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which can easily be implemented in a single translation unit by a single
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programmer. However, they quickly become a major problem for a big complex
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machine spread over multiple translation units, which are possibly even
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maintained by different programmers.</p>
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<h2><a name="HideInnerWorkings" id="HideInnerWorkings">How can I hide the
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inner workings of a state machine from its clients?</a></h2>
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<p>To see why and how this is possible it is important to recall the
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following facts:</p>
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<ul>
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<li>Member functions of a C++ class template are instantiated at the
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point where they're actually called. If the function is never called, it
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will not be instantiated and not a single assembly instruction will ever
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be generated</li>
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<li>The <code>InitialState</code> template parameter of
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<code>sc::state_machine</code> can be an incomplete type (i.e. forward
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declared)</li>
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</ul>
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<p>The class template member function
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<code>state_machine<>::initiate()</code> creates an object of the
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initial state. So, the definition of this state must be known before the
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compiler reaches the point where <code>initiate()</code> is called. To be
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able to hide the initial state of a state machine in a .cpp file we must
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therefore no longer let clients call <code>initiate()</code>. Instead, we
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do so in the .cpp file, at a point where the full definition of the initial
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state is known.</p>
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<p>Example:</p>
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<p>StopWatch.hpp:</p>
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<pre>
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// define events ...
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struct Active; // the only visible forward
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struct StopWatch : sc::state_machine< StopWatch, Active >
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{
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StopWatch();
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};
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</pre>
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<p>StopWatch.cpp:</p>
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<pre>
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struct Stopped;
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struct Active : sc::simple_state< Active, StopWatch, Stopped >
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{
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typedef sc::transition< EvReset, Active > reactions;
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};
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struct Running : sc::simple_state< Running, Active >
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{
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typedef sc::transition< EvStartStop, Stopped > reactions;
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};
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struct Stopped : sc::simple_state< Stopped, Active >
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{
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typedef sc::transition< EvStartStop, Running > reactions;
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};
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StopWatch::StopWatch()
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{
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// For example, we might want to ensure that the state
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// machine is already started after construction.
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// Alternatively, we could add our own initiate() function
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// to StopWatch and call the base class initiate() in the
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// implementation.
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<b>initiate();</b>
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}
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</pre>
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<p>The PingPong example demonstrates how the inner workings of an
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asynchronous_state_machine<> subclass can be hidden.</p>
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<h2><a name="MachineInheritance" id="MachineInheritance">Is it possible to
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inherit from a given state machine and modify its layout in the
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subclass?</a></h2>
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<p>Yes, but contrary to what some FSM code generators allow,
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Boost.Statechart machines can do so only in a way that was foreseen by the
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designer of the base state machine:</p>
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<pre>
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struct EvStart : sc::event< EvStart > {};
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struct Idle;
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struct PumpBase : sc::state_machine< PumpBase, Idle >
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{
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<b>virtual sc::result react(
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</b> <b>Idle & idle, const EvStart & ) const;
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</b>};
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struct Idle : sc::simple_state< Idle, PumpBase >
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{
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typedef sc::custom_reaction< EvStart > reactions;
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sc::result react( const EvStart & evt )
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{
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<b>return context< PumpBase >().react( *this, evt );</b>
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}
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};
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struct Running : sc::simple_state< Running, PumpBase > {};
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sc::result PumpBase::react(
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Idle & idle, const EvStart & ) const
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{
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<b>return idle.transit< Running >();
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</b>}
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struct MyRunning : sc::simple_state< MyRunning, PumpBase > {};
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struct MyPump : PumpBase
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{
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virtual sc::result react(
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Idle & idle, const EvStart & ) const
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{
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<b>return idle.transit< MyRunning >();
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</b> }
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};
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</pre>
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<h2><a name="Uml2" id="Uml2">What about UML 2.0 features?</a></h2>
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<p>The library was designed before 2.0 came along. Therefore, if not
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explicitly noted otherwise, the library implements the behavior mandated by
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the UML1.5 standard. Here's an incomplete list of differences between the
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2.0 semantics & Boost.Statechart semantics:</p>
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<ul>
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<li>All transitions are always external. Local transitions are not
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supported at all. Unfortunately, the UML2.0 specifications are not
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entirely clear how local transitions are supposed to work, see <a href=
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"http://thread.gmane.org/gmane.comp.lib.boost.user/18641">here</a> for
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more information</li>
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<li>There is no direct support for the UML2.0 elements entry point and
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exit point. However, both can easily be simulated, the former with a
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typedef and the latter with a state that is a template (with the
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transition destination as a template parameter)</li>
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</ul>
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|
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<h2><a name="AssertInStateDestructor" id="AssertInStateDestructor">Why do I
|
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get an assert when I access the state machine from a state destructor?</a>
|
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</h2>
|
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<p>When compiled with <code>NDEBUG</code> undefined, running the following
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program results in a failed assert:</p>
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<pre>#include <boost/statechart/state_machine.hpp>
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#include <boost/statechart/simple_state.hpp>
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#include <iostream>
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struct Initial;
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struct Machine : boost::statechart::state_machine< Machine, Initial >
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{
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Machine() { someMember_ = 42; }
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int someMember_;
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};
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struct Initial : boost::statechart::simple_state< Initial, Machine >
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{
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~Initial() { std::cout << outermost_context().someMember_; }
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};
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int main()
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{
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Machine().initiate();
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return 0;
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}</pre>
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<p>The problem arises because <code>state_machine<>::~state_machine</code>
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inevitably destructs all remaining active states. At this time,
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<code>Machine::~Machine</code> has already been run, making it illegal to
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access any of the <code>Machine</code> members. This problem can be avoided
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by defining the following destructor:</p>
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<pre>~Machine() { terminate(); }</pre>
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<h2><a name="EmbeddedApplications" id="EmbeddedApplications">Is
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Boost.Statechart suitable for embedded applications?</a></h2>
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<p>It depends. As explained under <a href=
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"performance.html#SpeedVersusScalabilityTradeoffs">Speed versus scalability
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tradeoffs</a> on the Performance page, the virtually limitless scalability
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offered by this library does have its price. Especially small and simple
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FSMs can easily be implemented so that they consume fewer cycles and less
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memory and occupy less code space in the executable. Here are some
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obviously <b>very rough</b> estimates:</p>
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<ul>
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<li>For a state machine with at most one simultaneously active state
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(that is, the machine is flat and does not have orthogonal regions) with
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trivial actions, customized memory management and compiled with a good
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optimizing compiler, a Pentium 4 class CPU should not spend more than
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1000 cycles inside <code>state_machine<>::process_event()</code>.
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This worst-case time to process one event scales more or less linearly
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with the number of simultaneously active states for more complex state
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machines, with the typical average being much lower than that. So, a
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fairly complex machine with at most 10 simultaneously active states
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running on a 100MHz CPU should be able to process more than 10'000 events
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per second</li>
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<li>A single state machine object uses typically less than 1KB of memory,
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even if it implements a very complex machine</li>
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<li>For code size, it is difficult to give a concrete guideline but tests
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with the BitMachine example suggest that code size scales more or less
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linearly with the number of states (transitions seem to have only little
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impact). When compiled with MSVC7.1 on Windows, 32 states and 224
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transitions seem to fit in ~108KB executable code (with all optimizations
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turned on).<br>
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Moreover, the library can be compiled with C++ RTTI and exception
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handling turned off, resulting in significant savings on most
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platforms</li>
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</ul>
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<p>As mentioned above, these are very rough estimates derived from the use
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of the library on a desktop PC, so they should only be used to decide
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whether there is a point in making your own performance tests on your
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target platform.</p>
|
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|
|
<h2><a name="HardRealtime" id="HardRealtime">Is your library suitable for
|
|
applications with hard real-time requirements?</a></h2>
|
|
|
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<p>Yes. Out of the box, the only operations taking potentially
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non-deterministic time that the library performs are calls to
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<code>std::allocator<></code> member functions and
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<code>dynamic_cast</code>s. <code>std::allocator<></code> member
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function calls can be avoided by passing a custom allocator to
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<code>event<></code>, <code>state_machine<></code>,
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<code>asynchronous_state_machine<></code>,
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<code>fifo_scheduler<></code> and <code>fifo_worker<></code>.
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<code>dynamic_cast</code>s can be avoided by not calling the
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<code>state_cast<></code> member functions of
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<code>state_machine<></code>, <code>simple_state<></code> and
|
|
<code>state<></code> but using the deterministic variant
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<code>state_downcast<></code> instead.</p>
|
|
|
|
<h2><a name="TemplatedStates" id="TemplatedStates">With templated states I
|
|
get an error that 'inner_context_type' is not defined. What's
|
|
wrong?</a></h2>
|
|
|
|
<p>The following code generates such an error:</p>
|
|
<pre>
|
|
#include <boost/statechart/state_machine.hpp>
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#include <boost/statechart/simple_state.hpp>
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namespace sc = boost::statechart;
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template< typename X > struct A;
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struct Machine : sc::state_machine< Machine, A< int > > {};
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template< typename X > struct B;
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template< typename X >
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struct A : sc::simple_state< A< X >, Machine, B< X > > {};
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template< typename X >
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struct B : sc::simple_state< B< X >, A< X > > {};
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int main()
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{
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Machine machine;
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machine.initiate();
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return 0;
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}
|
|
</pre>
|
|
|
|
<p>If the templates <code>A</code> and <code>B</code> are replaced with
|
|
normal types, the above code compiles without errors. This is rooted in the
|
|
fact that C++ treats forward-declared templates differently than
|
|
forward-declared types. Namely, the compiler tries to access member
|
|
typedefs of <code>B< X ></code> at a point where the template has not
|
|
yet been defined. Luckily, this can easily be avoided by putting all inner
|
|
initial state arguments in an <code>mpl::list<></code>, as
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|
follows:</p>
|
|
<pre>
|
|
struct A : sc::simple_state<
|
|
A< X >, Machine, mpl::list< B< X > > > {};
|
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</pre>
|
|
|
|
<p>See <a href=
|
|
"http://article.gmane.org/gmane.comp.lib.boost.devel/128741">this post</a>
|
|
for technical details.</p>
|
|
|
|
<h2><a name="CompilerError" id="CompilerError">My compiler reports an error
|
|
in the library code. Is this a bug in Boost.Statechart?</a></h2>
|
|
|
|
<p>Probably not. There are several possible reasons for such compile-time
|
|
errors:</p>
|
|
|
|
<ol>
|
|
<li>Your compiler is too buggy to compile the library, see <a href=
|
|
"index.html#SupportedPlatforms">here</a> for information on the status of
|
|
your compiler. If you absolutely must use such a compiler for your
|
|
project, I'm afraid Boost.Statechart is not for you.</li>
|
|
|
|
<li>The error is reported on a line similar to the following:
|
|
<pre>
|
|
BOOST_STATIC_ASSERT( ( mpl::less<
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orthogonal_position,
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|
typename context_type::no_of_orthogonal_regions >::value ) );
|
|
</pre>Most probably, there is an error in your code. The library has many
|
|
such compile-time assertions to ensure that invalid state machines cannot be
|
|
compiled (for an idea what kinds of errors are reported at compile time, see
|
|
the compile-fail tests). Above each of these assertions there is a comment
|
|
explaining the problem. On almost all current compilers an error in template
|
|
code is accompanied by the current "instantiation stack". Very much like the
|
|
call stack you see in the debugger, this "instantiation stack" allows you to
|
|
trace the error back through instantiations of library code until you hit the
|
|
line of your code that causes the problem. As an example, here's the MSVC7.1
|
|
error message for the code in InconsistentHistoryTest1.cpp:
|
|
<pre>
|
|
...\boost\statechart\shallow_history.hpp(34) : error C2027: use of undefined type 'boost::STATIC_ASSERTION_FAILURE<x>'
|
|
with
|
|
[
|
|
x=false
|
|
]
|
|
...\boost\statechart\shallow_history.hpp(34) : see reference to class template instantiation 'boost::STATIC_ASSERTION_FAILURE<x>' being compiled
|
|
with
|
|
[
|
|
x=false
|
|
]
|
|
...\boost\statechart\simple_state.hpp(861) : see reference to class template instantiation 'boost::statechart::shallow_history<DefaultState>' being compiled
|
|
with
|
|
[
|
|
DefaultState=B
|
|
]
|
|
...\boost\statechart\simple_state.hpp(599) : see reference to function template instantiation 'void boost::statechart::simple_state<MostDerived,Context,InnerInitial>::deep_construct_inner_impl_non_empty::deep_construct_inner_impl<InnerList>(const boost::statechart::simple_state<MostDerived,Context,InnerInitial>::inner_context_ptr_type &,boost::statechart::simple_state<MostDerived,Context,InnerInitial>::outermost_context_base_type &)' being compiled
|
|
with
|
|
[
|
|
MostDerived=A,
|
|
Context=InconsistentHistoryTest,
|
|
InnerInitial=boost::mpl::list<boost::statechart::shallow_history<B>>,
|
|
InnerList=boost::statechart::simple_state<A,InconsistentHistoryTest,boost::mpl::list<boost::statechart::shallow_history<B>>>::inner_initial_list
|
|
]
|
|
...\boost\statechart\simple_state.hpp(567) : see reference to function template instantiation 'void boost::statechart::simple_state<MostDerived,Context,InnerInitial>::deep_construct_inner<boost::statechart::simple_state<MostDerived,Context,InnerInitial>::inner_initial_list>(const boost::statechart::simple_state<MostDerived,Context,InnerInitial>::inner_context_ptr_type &,boost::statechart::simple_state<MostDerived,Context,InnerInitial>::outermost_context_base_type &)' being compiled
|
|
with
|
|
[
|
|
MostDerived=A,
|
|
Context=InconsistentHistoryTest,
|
|
InnerInitial=boost::mpl::list<boost::statechart::shallow_history<B>>
|
|
]
|
|
...\boost\statechart\simple_state.hpp(563) : while compiling class-template member function 'void boost::statechart::simple_state<MostDerived,Context,InnerInitial>::deep_construct(const boost::statechart::simple_state<MostDerived,Context,InnerInitial>::context_ptr_type & ,boost::statechart::simple_state<MostDerived,Context,InnerInitial>::outermost_context_base_type &)'
|
|
with
|
|
[
|
|
MostDerived=A,
|
|
Context=InconsistentHistoryTest,
|
|
InnerInitial=boost::mpl::list<boost::statechart::shallow_history<B>>
|
|
]
|
|
...\libs\statechart\test\InconsistentHistoryTest1.cpp(29) : see reference to class template instantiation 'boost::statechart::simple_state<MostDerived,Context,InnerInitial>' being compiled
|
|
with
|
|
[
|
|
MostDerived=A,
|
|
Context=InconsistentHistoryTest,
|
|
InnerInitial=boost::mpl::list<boost::statechart::shallow_history<B>>
|
|
]
|
|
</pre>Depending on the IDE you use, it is possible that you need to switch to
|
|
another window to see this full error message (e.g. for Visual Studio 2003,
|
|
you need to switch to the Output window). Starting at the top and going down
|
|
the list of instantiations you see that each of them is accompanied by a file
|
|
name and a line number. Ignoring all files belonging to the library, we find
|
|
the culprit close to the bottom in file InconsistentHistoryTest1.cpp on line
|
|
29.
|
|
</li>
|
|
|
|
<li>The error is reported on a line nowhere near a BOOST_STATIC_ASSERT.
|
|
Use the technique described under point 2 to see what line of your code
|
|
causes the problem. If your code is correct then you've found a bug in
|
|
either the compiler or Boost.Statechart. Please <a href=
|
|
"contact.html">send me</a> a small but complete program showing the
|
|
problem. Thank you!</li>
|
|
</ol>
|
|
|
|
<h2><a name="DisableHistory" id="DisableHistory">Is it possible to disable
|
|
history for a state at runtime?</a></h2>
|
|
|
|
<p>Yes, see <a href=
|
|
"reference.html#clear_shallow_history">simple_state::clear_shallow_history()</a>
|
|
and <a href=
|
|
"reference.html#clear_deep_history">simple_state::clear_deep_history()</a>.
|
|
Calling these functions is often preferable to introducting additional
|
|
normal transitions when ...</p>
|
|
<ul>
|
|
<li>a state with history is the target of many transitions,
|
|
<b>and/or</b></li>
|
|
<li>the decision to ignore history is made in a different place than
|
|
the transition to a state with history</li>
|
|
</ul>
|
|
|
|
<h2><a name="Dll" id="Dll">How can I compile a state machine into a dynamic
|
|
link library (DLL)?</a></h2>
|
|
|
|
<p>Invisible to the user, the library uses static data members to implement
|
|
its own speed-optimized RTTI-mechanism for <code>event<></code> and
|
|
<code>simple_state<></code> subtypes. Whenever such a subtype is
|
|
defined in a header file and then included in multiple TUs, the linker
|
|
later needs to eliminate the duplicate definitions of static data members.
|
|
This usually works flawlessly as long as all these TUs are
|
|
<b>statically</b> linked into the same binary. It is a lot more complex
|
|
when DLLs are involved. The TuTest*.?pp files illustrate this:</p>
|
|
|
|
<ul>
|
|
<li><a href="../test/TuTest.hpp">TuTest.hpp</a>: Instantiates a class
|
|
template containing a static data member</li>
|
|
|
|
<li><a href="../test/TuTest.cpp">TuTest.cpp</a>: Includes TuTest.hpp and
|
|
is compiled into a DLL</li>
|
|
|
|
<li><a href="../test/TuTestMain.cpp">TuTestMain.cpp</a>: Includes
|
|
TuTest.hpp and is compiled into an executable</li>
|
|
</ul>
|
|
|
|
<p>Without any precautions (e.g. <code>__declspec(dllexport)</code> on MSVC
|
|
compatible compilers), on most platforms both binaries (exe & dll) now
|
|
contain their own instance of the static data member. Since the RTTI
|
|
mechanism assumes that there is exactly one object of that member at
|
|
runtime, the mechanism fails spectacularly when the process running the exe
|
|
also loads the dll. Different platforms deal differently with this
|
|
problem:</p>
|
|
|
|
<ul>
|
|
<li>On some platforms (e.g. MinGW) there simply doesn't seem to be a way
|
|
to enforce that such a member only exists once at runtime. Therefore, the
|
|
internal RTTI mechanism cannot be used reliably in conjunction with DLLs.
|
|
Disabling it by defining <a href=
|
|
"configuration.html#ApplicationDefinedMacros">BOOST_STATECHART_USE_NATIVE_RTTI</a>
|
|
in all TUs will <b>usually</b> work around the problem</li>
|
|
|
|
<li>MSVC-compatible compilers support <code>__declspec(dllimport)</code>
|
|
and <code>__declspec(dllexport)</code>, which allow to define exactly
|
|
what needs to be loaded from a DLL (see TuTest for an example how to do
|
|
this). Therefore, the internal RTTI mechanism can be used but care must
|
|
be taken to correctly export and import all <code>event<></code>
|
|
and <code>simple_state<></code> subtypes defined in headers that
|
|
are compiled into more than one binary. Alternatively, of course <a href=
|
|
"configuration.html#ApplicationDefinedMacros">BOOST_STATECHART_USE_NATIVE_RTTI</a>
|
|
can also be used to save the work of importing and exporting</li>
|
|
</ul>
|
|
|
|
<h2><a name="PolymorphicEvents" id="PolymorphicEvents">Does
|
|
Boost.Statechart support polymorphic events?</a></h2>
|
|
|
|
<p>No. Although events can be derived from each other to write common code
|
|
only once, <a href="definitions.html#Reaction">reactions</a> can only be
|
|
defined for most-derived events.</p>
|
|
|
|
<p>Example:</p>
|
|
<pre>
|
|
template< class MostDerived >
|
|
struct EvButtonPressed : sc::event< MostDerived >
|
|
{
|
|
// common code
|
|
};
|
|
|
|
struct EvPlayButtonPressed :
|
|
EvButtonPressed< EvPlayButtonPressed > {};
|
|
struct EvStopButtonPressed :
|
|
EvButtonPressed< EvStopButtonPressed > {};
|
|
struct EvForwardButtonPressed :
|
|
EvButtonPressed< EvForwardButtonPressed > {};
|
|
|
|
/* ... */
|
|
|
|
// We want to turn the player on, no matter what button we
|
|
// press in the Off state. Although we can write the reaction
|
|
// code only once, we must mention all most-derived events in
|
|
// the reaction list.
|
|
struct Off : sc::simple_state< Off, Mp3Player >
|
|
{
|
|
typedef mpl::list<
|
|
sc::custom_reaction< EvPlayButtonPressed >,
|
|
sc::custom_reaction< EvStopButtonPressed >,
|
|
sc::custom_reaction< EvForwardButtonPressed >
|
|
> reactions;
|
|
|
|
template< class MostDerived >
|
|
sc::result react( const EvButtonPressed< MostDerived > & )
|
|
{
|
|
// ...
|
|
}
|
|
};
|
|
</pre>
|
|
|
|
<h2><a name="WrongExitActionOrder" id="WrongExitActionOrder">Why are
|
|
exit-actions called in the wrong order when I use multiple
|
|
inheritance?</a></h2>
|
|
|
|
<p><b>Update</b>: The implementation has changed considerably in this area.
|
|
It is still possible to get this behavior under rare circumstances (when an
|
|
action propagates an exception in a state machine with orthogonal regions
|
|
<b>and</b> if the statechart layout satisfies certain conditions), but it
|
|
can no longer be demonstrated with the example program below. However, the
|
|
described workaround is still valid and ensures that this behavior will
|
|
never show up.</p>
|
|
|
|
<p>They definitely aren't for the <code>simple_state<></code> and
|
|
<code>state<></code> subtypes, but the destructors of additional
|
|
bases might be called in construction order (rather than the reverse
|
|
construction order):</p>
|
|
<pre>
|
|
#include <boost/statechart/state_machine.hpp>
|
|
#include <boost/statechart/simple_state.hpp>
|
|
|
|
namespace sc = boost::statechart;
|
|
|
|
class EntryExitDisplayer
|
|
{
|
|
protected:
|
|
EntryExitDisplayer( const char * pName ) :
|
|
pName_( pName )
|
|
{
|
|
std::cout << pName_ << " entered\n";
|
|
}
|
|
|
|
~EntryExitDisplayer()
|
|
{
|
|
std::cout << pName_ << " exited\n";
|
|
}
|
|
|
|
private:
|
|
const char * const pName_;
|
|
};
|
|
|
|
struct Outer;
|
|
struct Machine : sc::state_machine< Machine, Outer > {};
|
|
struct Inner;
|
|
struct Outer : EntryExitDisplayer, sc::simple_state<
|
|
Outer, Machine, Inner >
|
|
{
|
|
Outer() : EntryExitDisplayer( "Outer" ) {}
|
|
};
|
|
|
|
struct Inner : EntryExitDisplayer,
|
|
sc::simple_state< Inner, Outer >
|
|
{
|
|
Inner() : EntryExitDisplayer( "Inner" ) {}
|
|
};
|
|
|
|
int main()
|
|
{
|
|
Machine myMachine;
|
|
myMachine.initiate();
|
|
return 0;
|
|
}
|
|
</pre>
|
|
|
|
<p>This program will produce the following output:</p>
|
|
<pre>
|
|
Outer entered
|
|
Inner entered
|
|
Outer exited
|
|
Inner exited
|
|
</pre>
|
|
|
|
<p>That is, the <b><code>EntryExitDisplayer</code> base class portion</b>
|
|
of <code>Outer</code> is destructed before the one of <code>Inner</code>
|
|
although <code>Inner::~Inner()</code> is called before
|
|
<code>Outer::~Outer()</code>. This somewhat counter-intuitive behavior is
|
|
caused by the following facts:</p>
|
|
|
|
<ul>
|
|
<li>The <code>simple_state<></code> base class portion of
|
|
<code>Inner</code> is responsible to destruct <code>Outer</code></li>
|
|
|
|
<li>Destructors of base class portions are called in the reverse order of
|
|
construction</li>
|
|
</ul>
|
|
|
|
<p>So, when the <code>Outer</code> destructor is called the call stack
|
|
looks as follows:</p>
|
|
<pre>
|
|
Outer::~Outer()
|
|
simple_state< Inner, ... >::~simple_state()
|
|
Inner::~Inner()
|
|
</pre>
|
|
|
|
<p>Note that <code>Inner::~Inner()</code> did not yet have a chance to
|
|
destroy its <code>EntryExitDisplayer</code> base class portion, as it first
|
|
has to call the destructor of the <b>second</b> base class. Now
|
|
<code>Outer::~Outer()</code> will first destruct its <code>simple_state<
|
|
Outer, ... ></code> base class portion and then do the same with its
|
|
<code>EntryExitDisplayer</code> base class portion. The stack then unwinds
|
|
back to <code>Inner::~Inner()</code>, which can then finally finish by
|
|
calling <code>EntryExitDisplayer::~EntryExitDisplayer()</code>.</p>
|
|
|
|
<p>Luckily, there is an easy work-around: Always let
|
|
<code>simple_state<></code> and <code>state<></code> be the
|
|
first base class of a state. This ensures that destructors of additional
|
|
bases are called before recursion employed by state base destructors can
|
|
alter the order of destruction.</p>
|
|
<hr>
|
|
|
|
<p><a href="http://validator.w3.org/check?uri=referer"><img border="0" src=
|
|
"../../../doc/images/valid-html401.png" alt="Valid HTML 4.01 Transitional"
|
|
height="31" width="88"></a></p>
|
|
|
|
<p>Revised 05 January, 2008</p>
|
|
|
|
<p><i>Copyright © 2003-2008 <a href="contact.html">Andreas Huber
|
|
Dönni</a></i></p>
|
|
|
|
<p><i>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">http://www.boost.org/LICENSE_1_0.txt</a>)</i></p>
|
|
</body>
|
|
</html>
|