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1 // Copyright 2010 Christophe Henry
2 // henry UNDERSCORE christophe AT hotmail DOT com
3 // This is an extended version of the state machine available in the boost::mpl library
4 // Distributed under the same license as the original.
5 // Copyright for the original version:
6 // Copyright 2005 David Abrahams and Aleksey Gurtovoy. Distributed
7 // under the Boost Software License, Version 1.0. (See accompanying
8 // file LICENSE_1_0.txt or copy at
9 // http://www.boost.org/LICENSE_1_0.txt)
10
11 #include <iostream>
12 // back-end
13 #include <boost/msm/back/state_machine.hpp>
14 //front-end
15 #include <boost/msm/front/state_machine_def.hpp>
16 #include <boost/msm/front/functor_row.hpp>
17
18 namespace msm = boost::msm;
19 namespace mpl = boost::mpl;
20 using namespace boost::msm::front;
21
22 namespace
23 {
24 // events
25 struct play {};
26 struct end_pause {};
27 struct stop {};
28 struct pause {};
29 struct open_close {};
30 struct NextSong {};
31 struct PreviousSong {};
32 struct error_found {};
33 struct end_error {};
34
35 // Flags. Allow information about a property of the current state
36 struct PlayingPaused{};
37 struct CDLoaded {};
38 struct FirstSongPlaying {};
39
40 // A "complicated" event type that carries some data.
41 struct cd_detected
42 {
43 cd_detected(std::string name)
44 : name(name)
45 {}
46
47 std::string name;
48 };
49
50 // front-end: define the FSM structure
51 struct player_ : public msm::front::state_machine_def<player_>
52 {
53 // we want deferred events and no state requires deferred events (only the fsm in the
54 // transition table), so the fsm does.
55 typedef int activate_deferred_events;
56 // The list of FSM states
57 struct Empty : public msm::front::state<>
58 {
59 // every (optional) entry/exit methods get the event passed.
60 template <class Event,class FSM>
61 void on_entry(Event const&,FSM& ) {std::cout << "entering: Empty" << std::endl;}
62 template <class Event,class FSM>
63 void on_exit(Event const&,FSM& ) {std::cout << "leaving: Empty" << std::endl;}
64 };
65 struct Open : public msm::front::state<>
66 {
67 typedef mpl::vector1<CDLoaded> flag_list;
68 template <class Event,class FSM>
69 void on_entry(Event const&,FSM& ) {std::cout << "entering: Open" << std::endl;}
70 template <class Event,class FSM>
71 void on_exit(Event const&,FSM& ) {std::cout << "leaving: Open" << std::endl;}
72 };
73
74 struct Stopped : public msm::front::state<>
75 {
76 // when stopped, the CD is loaded
77 typedef mpl::vector1<CDLoaded> flag_list;
78 template <class Event,class FSM>
79 void on_entry(Event const&,FSM& ) {std::cout << "entering: Stopped" << std::endl;}
80 template <class Event,class FSM>
81 void on_exit(Event const&,FSM& ) {std::cout << "leaving: Stopped" << std::endl;}
82 };
83
84 // the player state machine contains a state which is himself a state machine
85 // as you see, no need to declare it anywhere so Playing can be developed separately
86 // by another team in another module. For simplicity I just declare it inside player
87 struct Playing_ : public msm::front::state_machine_def<Playing_>
88 {
89 // when playing, the CD is loaded and we are in either pause or playing (duh)
90 typedef mpl::vector2<PlayingPaused,CDLoaded> flag_list;
91
92 template <class Event,class FSM>
93 void on_entry(Event const&,FSM& ) {std::cout << "entering: Playing" << std::endl;}
94 template <class Event,class FSM>
95 void on_exit(Event const&,FSM& ) {std::cout << "leaving: Playing" << std::endl;}
96 // The list of FSM states
97 struct Song1 : public msm::front::state<>
98 {
99 typedef mpl::vector1<FirstSongPlaying> flag_list;
100 template <class Event,class FSM>
101 void on_entry(Event const&,FSM& ) {std::cout << "starting: First song" << std::endl;}
102 template <class Event,class FSM>
103 void on_exit(Event const&,FSM& ) {std::cout << "finishing: First Song" << std::endl;}
104 };
105 struct Song2 : public msm::front::state<>
106 {
107 template <class Event,class FSM>
108 void on_entry(Event const&,FSM& ) {std::cout << "starting: Second song" << std::endl;}
109 template <class Event,class FSM>
110 void on_exit(Event const&,FSM& ) {std::cout << "finishing: Second Song" << std::endl;}
111 };
112 struct Song3 : public msm::front::state<>
113 {
114 template <class Event,class FSM>
115 void on_entry(Event const&,FSM& ) {std::cout << "starting: Third song" << std::endl;}
116 template <class Event,class FSM>
117 void on_exit(Event const&,FSM& ) {std::cout << "finishing: Third Song" << std::endl;}
118 };
119 // the initial state. Must be defined
120 typedef Song1 initial_state;
121 // transition actions
122 void start_next_song(NextSong const&) { std::cout << "Playing::start_next_song\n"; }
123 void start_prev_song(PreviousSong const&) { std::cout << "Playing::start_prev_song\n"; }
124 // guard conditions
125
126 typedef Playing_ pl; // makes transition table cleaner
127 // Transition table for Playing
128 struct transition_table : mpl::vector4<
129 // Start Event Next Action Guard
130 // +---------+-------------+---------+---------------------+----------------------+
131 a_row < Song1 , NextSong , Song2 , &pl::start_next_song >,
132 a_row < Song2 , PreviousSong, Song1 , &pl::start_prev_song >,
133 a_row < Song2 , NextSong , Song3 , &pl::start_next_song >,
134 a_row < Song3 , PreviousSong, Song2 , &pl::start_prev_song >
135 // +---------+-------------+---------+---------------------+----------------------+
136 > {};
137 // Replaces the default no-transition response.
138 template <class FSM,class Event>
139 void no_transition(Event const& e, FSM&,int state)
140 {
141 std::cout << "no transition from state " << state
142 << " on event " << typeid(e).name() << std::endl;
143 }
144 };
145 // back-end
146 typedef msm::back::state_machine<Playing_> Playing;
147
148 // state not defining any entry or exit
149 struct Paused : public msm::front::state<>
150 {
151 typedef mpl::vector2<PlayingPaused,CDLoaded> flag_list;
152 };
153 struct AllOk : public msm::front::state<>
154 {
155 template <class Event,class FSM>
156 void on_entry(Event const&,FSM& ) {std::cout << "starting: AllOk" << std::endl;}
157 template <class Event,class FSM>
158 void on_exit(Event const&,FSM& ) {std::cout << "finishing: AllOk" << std::endl;}
159 };
160 // this state is also made terminal so that all the events are blocked
161 struct ErrorMode : //public msm::front::terminate_state<> // ErrorMode terminates the state machine
162 public msm::front::interrupt_state<end_error> // ErroMode just interrupts. Will resume if
163 // the event end_error is generated
164 {
165 template <class Event,class FSM>
166 void on_entry(Event const&,FSM& ) {std::cout << "starting: ErrorMode" << std::endl;}
167 template <class Event,class FSM>
168 void on_exit(Event const&,FSM& ) {std::cout << "finishing: ErrorMode" << std::endl;}
169 };
170 // the initial state of the player SM. Must be defined
171 typedef mpl::vector<Empty,AllOk> initial_state;
172
173 // transition actions
174 void start_playback(play const&) { std::cout << "player::start_playback\n"; }
175 void open_drawer(open_close const&) { std::cout << "player::open_drawer\n"; }
176 void close_drawer(open_close const&) { std::cout << "player::close_drawer\n"; }
177 void store_cd_info(cd_detected const& cd) {std::cout << "player::store_cd_info\n";}
178 void stop_playback(stop const&) { std::cout << "player::stop_playback\n"; }
179 void pause_playback(pause const&) { std::cout << "player::pause_playback\n"; }
180 void resume_playback(end_pause const&) { std::cout << "player::resume_playback\n"; }
181 void stop_and_open(open_close const&) { std::cout << "player::stop_and_open\n"; }
182 void stopped_again(stop const&){std::cout << "player::stopped_again\n";}
183 void report_error(error_found const&) {std::cout << "player::report_error\n";}
184 void report_end_error(end_error const&) {std::cout << "player::report_end_error\n";}
185
186 // guard conditions
187
188 typedef player_ p; // makes transition table cleaner
189
190 // Transition table for player
191 struct transition_table : mpl::vector<
192 // Start Event Next Action Guard
193 // +---------+-------------+---------+---------------------+----------------------+
194 a_row < Stopped , play , Playing , &p::start_playback >,
195 a_row < Stopped , open_close , Open , &p::open_drawer >,
196 a_row < Stopped , stop , Stopped , &p::stopped_again >,
197 // +---------+-------------+---------+---------------------+----------------------+
198 a_row < Open , open_close , Empty , &p::close_drawer >,
199 Row < Open , play , none , Defer , none >,
200 // +---------+-------------+---------+---------------------+----------------------+
201 a_row < Empty , open_close , Open , &p::open_drawer >,
202 a_row < Empty , cd_detected , Stopped , &p::store_cd_info >,
203 Row < Empty , play , none , Defer , none >,
204 // +---------+-------------+---------+---------------------+----------------------+
205 a_row < Playing , stop , Stopped , &p::stop_playback >,
206 a_row < Playing , pause , Paused , &p::pause_playback >,
207 a_row < Playing , open_close , Open , &p::stop_and_open >,
208 // +---------+-------------+---------+---------------------+----------------------+
209 a_row < Paused , end_pause , Playing , &p::resume_playback >,
210 a_row < Paused , stop , Stopped , &p::stop_playback >,
211 a_row < Paused , open_close , Open , &p::stop_and_open >,
212 // +---------+-------------+---------+---------------------+----------------------+
213 a_row < AllOk , error_found ,ErrorMode, &p::report_error >,
214 a_row <ErrorMode,end_error ,AllOk , &p::report_end_error >
215 // +---------+-------------+---------+---------------------+----------------------+
216 > {};
217
218 // Replaces the default no-transition response.
219 template <class FSM,class Event>
220 void no_transition(Event const& e, FSM&,int state)
221 {
222 std::cout << "no transition from state " << state
223 << " on event " << typeid(e).name() << std::endl;
224 }
225 };
226 // Pick a back-end
227 typedef msm::back::state_machine<player_> player;
228
229 //
230 // Testing utilities.
231 //
232 static char const* const state_names[] = { "Stopped", "Open", "Empty", "Playing", "Paused","AllOk","ErrorMode" };
233
234 void pstate(player const& p)
235 {
236 // we have now several active states, which we show
237 for (unsigned int i=0;i<player::nr_regions::value;++i)
238 {
239 std::cout << " -> " << state_names[p.current_state()[i]] << std::endl;
240 }
241 }
242
243 void test()
244 {
245 player p;
246 // needed to start the highest-level SM. This will call on_entry and mark the start of the SM
247 p.start();
248 // test deferred event
249 // deferred in Empty and Open, will be handled only after event cd_detected
250 p.process_event(play());
251
252 // tests some flags
253 std::cout << "CDLoaded active:" << std::boolalpha << p.is_flag_active<CDLoaded>() << std::endl; //=> false (no CD yet)
254 // go to Open, call on_exit on Empty, then action, then on_entry on Open
255 p.process_event(open_close()); pstate(p);
256 p.process_event(open_close()); pstate(p);
257 p.process_event(cd_detected("louie, louie"));
258
259 // at this point, Play is active (was deferred)
260 std::cout << "PlayingPaused active:" << std::boolalpha << p.is_flag_active<PlayingPaused>() << std::endl;//=> true
261 std::cout << "FirstSong active:" << std::boolalpha << p.is_flag_active<FirstSongPlaying>() << std::endl;//=> true
262
263 // make transition happen inside it. Player has no idea about this event but it's ok.
264 p.process_event(NextSong());pstate(p); //2nd song active
265 p.process_event(NextSong());pstate(p);//3rd song active
266 p.process_event(PreviousSong());pstate(p);//2nd song active
267 std::cout << "FirstSong active:" << std::boolalpha << p.is_flag_active<FirstSongPlaying>() << std::endl;//=> false
268
269 std::cout << "PlayingPaused active:" << std::boolalpha << p.is_flag_active<PlayingPaused>() << std::endl;//=> true
270 p.process_event(pause()); pstate(p);
271 std::cout << "PlayingPaused active:" << std::boolalpha << p.is_flag_active<PlayingPaused>() << std::endl;//=> true
272 // go back to Playing
273 // as you see, it starts back from the original state
274 p.process_event(end_pause()); pstate(p);
275 p.process_event(pause()); pstate(p);
276 p.process_event(stop()); pstate(p);
277 std::cout << "PlayingPaused active:" << std::boolalpha << p.is_flag_active<PlayingPaused>() << std::endl;//=> false
278 std::cout << "CDLoaded active:" << std::boolalpha << p.is_flag_active<CDLoaded>() << std::endl;//=> true
279 // by default, the flags are OR'ed but you can also use AND. Then the flag must be present in
280 // all of the active states
281 std::cout << "CDLoaded active with AND:" << std::boolalpha << p.is_flag_active<CDLoaded,player::Flag_AND>() << std::endl;//=> false
282
283 // event leading to the same state
284 p.process_event(stop()); pstate(p);
285
286 // event leading to a terminal/interrupt state
287 p.process_event(error_found()); pstate(p);
288 // try generating more events
289 std::cout << "Trying to generate another event" << std::endl; // will not work, fsm is terminated or interrupted
290 p.process_event(play());pstate(p);
291 std::cout << "Trying to end the error" << std::endl; // will work only if ErrorMode is interrupt state
292 p.process_event(end_error());pstate(p);
293 std::cout << "Trying to generate another event" << std::endl; // will work only if ErrorMode is interrupt state
294 p.process_event(play());pstate(p);
295
296 }
297 }
298
299 int main()
300 {
301 test();
302 return 0;
303 }