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<title>The Boost Statechart Library - Definitions</title>
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<h3><a href="../../../index.htm"><img alt="C++ Boost" src=
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<h1 align="center">The Boost Statechart Library</h1>
<h2 align="center">UML to Boost.Statechart mapping summary</h2>
</td>
</tr>
</table>
<hr>
<h2>Contents</h2>
<dl class="page-index">
<dt><a href="#StateMachine">State machine</a></dt>
<dt><a href="#States">States</a></dt>
<dd><a href="#NormalState">Normal state</a></dd>
<dd><a href="#InitialPseudostate">Initial pseudostate</a></dd>
<dd><a href="#FinalPseudostate">Final pseudostate</a></dd>
<dd><a href="#ShallowHistoryPseudostate">Shallow history
pseudostate</a></dd>
<dd><a href="#DeepHistoryPseudostate">Deep history pseudostate</a></dd>
<dd><a href="#JunctionPoint">Junction point</a></dd>
<dd><a href="#DynamicChoicePoint">Dynamic choice point</a></dd>
<dd><a href="#JoinAndForkBars">Join and fork bars</a></dd>
<dt><a href="#Events">Events</a></dt>
<dd><a href="#CallEvent">Call event</a></dd>
<dd><a href="#SignalEvent">Signal event</a></dd>
<dd><a href="#TimeEvent">Time event</a></dd>
<dd><a href="#ChangeEvent">Change event</a></dd>
<dt><a href="#Reactions">Reactions</a></dt>
<dd><a href="#Guard">Guard</a></dd>
<dd><a href="#Transition">Transition</a></dd>
<dd><a href="#Deferral">Deferral</a></dd>
<dd><a href="#InternalTransition">Internal transition (in-state
reaction)</a></dd>
<dt><a href="#Actions">Actions</a></dt>
<dd><a href="#EntryAction">Entry action</a></dd>
<dd><a href="#ExitAction">Exit action</a></dd>
<dd><a href="#TransitionAction">Transition action</a></dd>
<dd><a href="#DoActivity">Do activity</a></dd>
</dl>
<hr>
<h2><a name="StateMachine" id="StateMachine">State machine</a></h2>
<ul>
<li>A state machine is defined by deriving a class from either the
<code><a href=
"reference.html#ClassTemplatestate_machine">state_machine</a></code> or
the <code><a href=
"reference.html#ClassTemplateasynchronous_state_machine">asynchronous_state_machine</a></code>
class templates; <a href=
"tutorial.html#DefiningStatesAndEvents">example</a></li>
</ul>
<h2><a name="States" id="States">States</a></h2>
<h3><a name="NormalState" id="NormalState">Normal state</a></h3>
<ul>
<li>A state is defined by deriving a class from either the <code><a href=
"reference.html#ClassTemplatesimple_state">simple_state</a></code> or
<code><a href="reference.html#ClassTemplatestate">state</a></code> class
templates; <a href=
"tutorial.html#DefiningStatesAndEvents">example</a></li>
<li>The position of a state in the state hierarchy is defined by what is
passed as the <code>Context</code> template parameter. <a href=
"definitions.html#OutermostState">Outermost states</a> pass the
<code><a href=
"reference.html#ClassTemplatestate_machine">state_machine&lt;&gt;</a></code>
or <code><a href=
"reference.html#ClassTemplateasynchronous_state_machine">asynchronous_state_machine&lt;&gt;</a></code>
subtype they belong to, inner states pass their direct outer state;
<a href="tutorial.html#DefiningStatesAndEvents">example</a></li>
<li>A state can be made a member of a particular orthogonal region by
passing an instantiation of the <code>orthogonal</code> class template
nested in its outer state; <a href=
"tutorial.html#OrthogonalStates">example</a></li>
</ul>
<h3><a name="InitialPseudostate" id="InitialPseudostate">Initial
pseudostate</a></h3>
<ul>
<li>The state that is initially entered is identified by template
parameters rather than by a default transition from the initial
pseudostate (there is no such thing in Boost.Statechart)</li>
<li>For <code><a href=
"reference.html#ClassTemplatestate_machine">state_machine&lt;&gt;</a></code>
and <code><a href=
"reference.html#ClassTemplateasynchronous_state_machine">asynchronous_state_machine&lt;&gt;</a></code>
the state that is initially entered needs to be specified with the
<code>InitialState</code> template parameter; <a href=
"tutorial.html#DefiningStatesAndEvents">example</a></li>
<li>For <code><a href=
"reference.html#ClassTemplatesimple_state">simple_state&lt;&gt;</a></code>
and <code><a href=
"reference.html#ClassTemplatestate">state&lt;&gt;</a></code> the inner
state(s) that is/are initially entered can be specified with the
<code>InnerInitial</code> template parameter; <a href=
"tutorial.html#DefiningStatesAndEvents">example</a></li>
</ul>
<h3><a name="FinalPseudostate" id="FinalPseudostate">Final
pseudostate</a></h3>
<ul>
<li>There is no such thing as a final pseudostate in
Boost.Statechart</li>
<li>This functionality is implemented with a special reaction
(<code><a href=
"reference.html#ClassTemplatetermination">termination&lt;&gt;</a></code>)
and special reaction function (<code><a href=
"reference.html#simple_state::terminate">simple_state&lt;&gt;::terminate()</a></code>);
<a href="tutorial.html#StateQueries">example</a></li>
</ul>
<h3><a name="ShallowHistoryPseudostate" id=
"ShallowHistoryPseudostate">Shallow history pseudostate</a></h3>
<ul>
<li>A shallow history transition target or shallow history inner initial
state can be specified with <code><a href=
"reference.html#ClassTemplateshallow_history">shallow_history&lt;&gt;</a></code></li>
</ul>
<h3><a name="DeepHistoryPseudostate" id="DeepHistoryPseudostate">Deep
history pseudostate</a></h3>
<ul>
<li>A deep history transition target or deep history inner initial state
can be specified with <code><a href=
"reference.html#ClassTemplatedeep_history">deep_history&lt;&gt;</a></code>;
<a href="tutorial.html#History">example</a></li>
</ul>
<h3><a name="JunctionPoint" id="JunctionPoint">Junction point</a></h3>
<ul>
<li>Does not exist in Boost.Statechart; <a href=
"rationale.html#Limitations">rationale</a></li>
</ul>
<h3><a name="DynamicChoicePoint" id="DynamicChoicePoint">Dynamic choice
point</a></h3>
<ul>
<li>Does not (yet?) exist in Boost.Statechart; <a href=
"rationale.html#Limitations">rationale</a></li>
</ul>
<h3><a name="JoinAndForkBars" id="JoinAndForkBars">Join and fork
bars</a></h3>
<ul>
<li>Do not exist in Boost.Statechart; <a href=
"rationale.html#Limitations">rationale</a></li>
</ul>
<h2><a name="Events" id="Events">Events</a></h2>
<ul>
<li>A event is defined by deriving a class from the <a href=
"reference.html#ClassTemplateevent"><code>event</code></a> class
template; <a href=
"tutorial.html#DefiningStatesAndEvents">example</a></li>
<li>There is no distinction between signal and call events, see
below</li>
</ul>
<h3><a name="CallEvent" id="CallEvent">Call event</a></h3>
<ul>
<li>All events passed to <code><a href=
"reference.html#process_event">state_machine&lt;&gt;::process_event()</a></code>
are implicitly call events</li>
</ul>
<h3><a name="SignalEvent" id="SignalEvent">Signal event</a></h3>
<ul>
<li>All events passed to either <code><a href=
"reference.html#post_event0">simple_state&lt;&gt;::post_event()</a></code>
or <code><a href=
"reference.html#queue_event">fifo_scheduler&lt;&gt;::queue_event()</a></code>
are implicitly signal events</li>
</ul>
<h3><a name="TimeEvent" id="TimeEvent">Time event</a></h3>
<ul>
<li>Does not exist in Boost.Statechart</li>
<li>A time event can be simulated with an external timer that is started
in the entry action and stopped in the exit action of a particular state.
When starting the timer, it is instructed to call <code><a href=
"reference.html#queue_event">fifo_scheduler&lt;&gt;::queue_event()</a></code>
when the due time elapses</li>
</ul>
<h3><a name="ChangeEvent" id="ChangeEvent">Change event</a></h3>
<ul>
<li>Does not exist in Boost.Statechart</li>
<li>A change event can be simulated by packing to be monitored variables
into an external wrapper with <code>get</code> and <code>set</code>
methods. Whenever <code>set</code> is called the wrapper posts an
appropriate event</li>
</ul>
<h2><a name="Reactions" id="Reactions">Reactions</a></h2>
<h3><a name="Guard" id="Guard">Guard</a></h3>
<ul>
<li>A guard can be implemented with a selection statement in a
<code><a href=
"reference.html#ClassTemplatecustom_reaction">custom_reaction&lt;&gt;</a></code>;
<a href="tutorial.html#Guards">example</a></li>
</ul>
<h3><a name="Transition" id="Transition">Transition</a></h3>
<ul>
<li>A transition can be defined with either a <code><a href=
"reference.html#ClassTemplatetransition">transition&lt;&gt;</a></code> or
a call to <code><a href=
"reference.html#transit1">simple_state&lt;&gt;::transit&lt;&gt;</a></code>
in a <code><a href=
"reference.html#ClassTemplatecustom_reaction">custom_reaction&lt;&gt;</a></code>;
<a href="tutorial.html#AddingReactions">example</a></li>
</ul>
<h3><a name="Deferral" id="Deferral">Deferral</a></h3>
<ul>
<li>A deferral reaction can be defined with either a <code><a href=
"reference.html#ClassTemplatedeferral">deferral&lt;&gt;</a></code> or a
call to <code><a href=
"reference.html#defer_event">simple_state&lt;&gt;::defer_event()</a></code>
in a <code><a href=
"reference.html#ClassTemplatecustom_reaction">custom_reaction&lt;&gt;</a></code>;
<a href="tutorial.html#DeferringEvents">example</a></li>
</ul>
<h3><a name="InternalTransition" id="InternalTransition">Internal
transition (in-state reaction)</a></h3>
<ul>
<li>An in-state reaction can be defined with either a <code><a href=
"reference.html#ClassTemplatein_state_reaction">in_state_reaction&lt;&gt;</a></code>
or a call to <a href=
"reference.html#discard_event"><code>simple_state&lt;&gt;::discard_event()</code></a>
in a <code><a href=
"reference.html#ClassTemplatecustom_reaction">custom_reaction&lt;&gt;</a></code></li>
</ul>
<h2><a name="Actions" id="Actions">Actions</a></h2>
<h3><a name="EntryAction" id="EntryAction">Entry action</a></h3>
<ul>
<li>A state entry action can be defined by adding a constructor to a
state class; <a href="tutorial.html#HelloWorld">example</a></li>
</ul>
<h3><a name="ExitAction" id="ExitAction">Exit action</a></h3>
<ul>
<li>A state exit action can be defined by adding a destructor to a state
class; <a href="tutorial.html#HelloWorld">example</a></li>
</ul>
<h3><a name="TransitionAction" id="TransitionAction">Transition
action</a></h3>
<ul>
<li>A transition action can be defined by passing a function pointer
referencing the action to either <code><a href=
"reference.html#ClassTemplatetransition">transition&lt;&gt;</a></code> or
<code><a href=
"reference.html#transit2">simple_state&lt;&gt;::transit&lt;&gt;()</a></code>;
<a href="tutorial.html#TransitionActions">example</a></li>
</ul>
<h3><a name="DoActivity" id="DoActivity">Do activity</a></h3>
<ul>
<li>Not supported in Boost.Statechart</li>
<li>A do activity can be simulated with a separate thread that is started
in the entry action and cancelled (!) in the exit action of a particular
state</li>
</ul>
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<p>Revised
<!--webbot bot="Timestamp" S-Type="EDITED" S-Format="%d %B, %Y" startspan -->03 December, 2006<!--webbot bot="Timestamp" endspan i-checksum="38512" --></p>
<p><i>Copyright &copy; 2003-<!--webbot bot="Timestamp" s-type="EDITED" s-format="%Y" startspan -->2006<!--webbot bot="Timestamp" endspan i-checksum="770" -->
<a href="contact.html">Andreas Huber D&ouml;nni</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>
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