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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
17 // include headers that implement a archive in simple text format
18 #include <boost/archive/text_oarchive.hpp>
19 #include <boost/archive/text_iarchive.hpp>
20 #include <boost/serialization/tracking.hpp>
21
22 #include <fstream>
23
24 namespace msm = boost::msm;
25 namespace mpl = boost::mpl;
26
27 namespace
28 {
29 // events
30 struct play {};
31 struct end_pause {};
32 struct stop {};
33 struct pause {};
34 struct open_close {};
35 struct NextSong {};
36 struct PreviousSong {};
37
38 // A "complicated" event type that carries some data.
39 struct cd_detected
40 {
41 cd_detected(std::string name)
42 : name(name)
43 {}
44
45 std::string name;
46 };
47
48 // front-end: define the FSM structure
49 struct player_ : public msm::front::state_machine_def<player_>
50 {
51 // The list of FSM states
52 struct Empty : public msm::front::state<>
53 {
54 // every (optional) entry/exit methods get the event passed
55 template <class Event,class FSM>
56 void on_entry(Event const&,FSM& ) {std::cout << "entering: Empty" << std::endl;}
57 template <class Event,class FSM>
58 void on_exit(Event const&,FSM& ) {std::cout << "leaving: Empty" << std::endl;}
59 };
60 struct Open : public msm::front::state<>
61 {
62 template <class Event,class FSM>
63 void on_entry(Event const&,FSM& ) {std::cout << "entering: Open" << std::endl;}
64 template <class Event,class FSM>
65 void on_exit(Event const&,FSM& ) {std::cout << "leaving: Open" << std::endl;}
66 };
67
68 struct Stopped : public msm::front::state<>
69 {
70 // when stopped, the CD is loaded
71 template <class Event,class FSM>
72 void on_entry(Event const&,FSM& ) {std::cout << "entering: Stopped" << std::endl;}
73 template <class Event,class FSM>
74 void on_exit(Event const&,FSM& ) {std::cout << "leaving: Stopped" << std::endl;}
75 };
76
77 struct Playing_ : public msm::front::state_machine_def<Playing_>
78 {
79 // when playing, the CD is loaded and we are in either pause or playing (duh)
80 template <class Event,class FSM>
81 void on_entry(Event const&,FSM& ) {std::cout << "entering: Playing" << std::endl;}
82 template <class Event,class FSM>
83 void on_exit(Event const&,FSM& ) {std::cout << "leaving: Playing" << std::endl;}
84
85 // The list of FSM states
86 struct Song1 : public msm::front::state<>
87 {
88 template <class Event,class FSM>
89 void on_entry(Event const&,FSM& ) {std::cout << "starting: First song" << std::endl;}
90 template <class Event,class FSM>
91 void on_exit(Event const&,FSM& ) {std::cout << "finishing: First Song" << std::endl;}
92 };
93 struct Song2 : public msm::front::state<>
94 {
95 template <class Event,class FSM>
96 void on_entry(Event const&,FSM& ) {std::cout << "starting: Second song" << std::endl;}
97 template <class Event,class FSM>
98 void on_exit(Event const&,FSM& ) {std::cout << "finishing: Second Song" << std::endl;}
99 };
100 struct Song3 : public msm::front::state<>
101 {
102 template <class Event,class FSM>
103 void on_entry(Event const&,FSM& ) {std::cout << "starting: Third song" << std::endl;}
104 template <class Event,class FSM>
105 void on_exit(Event const&,FSM& ) {std::cout << "finishing: Third Song" << std::endl;}
106 };
107 // the initial state. Must be defined
108 typedef Song1 initial_state;
109 // transition actions
110 void start_next_song(NextSong const&) { std::cout << "Playing::start_next_song\n"; }
111 void start_prev_song(PreviousSong const&) { std::cout << "Playing::start_prev_song\n"; }
112 // guard conditions
113
114 typedef Playing_ pl; // makes transition table cleaner
115 // Transition table for Playing
116 struct transition_table : mpl::vector4<
117 // Start Event Next Action Guard
118 // +---------+-------------+---------+---------------------+----------------------+
119 a_row < Song1 , NextSong , Song2 , &pl::start_next_song >,
120 a_row < Song2 , PreviousSong, Song1 , &pl::start_prev_song >,
121 a_row < Song2 , NextSong , Song3 , &pl::start_next_song >,
122 a_row < Song3 , PreviousSong, Song2 , &pl::start_prev_song >
123 // +---------+-------------+---------+---------------------+----------------------+
124 > {};
125 // Replaces the default no-transition response.
126 template <class FSM,class Event>
127 void no_transition(Event const& e, FSM&,int state)
128 {
129 std::cout << "no transition from state " << state
130 << " on event " << typeid(e).name() << std::endl;
131 }
132
133 };
134 // back-end
135 // demonstrates Shallow History: if the state gets activated with end_pause
136 // then it will remember the last active state and reactivate it
137 // also possible: AlwaysHistory, the last active state will always be reactivated
138 // or NoHistory, always restart from the initial state
139 typedef msm::back::state_machine<Playing_,msm::back::ShallowHistory<mpl::vector<end_pause> > > Playing;
140
141 // state not defining any entry or exit
142 struct Paused : public msm::front::state<>
143 {
144 template <class Event,class FSM>
145 void on_entry(Event const&,FSM& ) {std::cout << "entering: Paused" << std::endl;}
146 template <class Event,class FSM>
147 void on_exit(Event const&,FSM& ) {std::cout << "leaving: Paused" << std::endl;}
148 };
149
150 // the initial state of the player SM. Must be defined
151 typedef Empty initial_state;
152
153 // transition actions
154 void start_playback(play const&) { std::cout << "player::start_playback\n"; }
155 void open_drawer(open_close const&) { std::cout << "player::open_drawer\n"; }
156 void close_drawer(open_close const&) { std::cout << "player::close_drawer\n"; }
157 void store_cd_info(cd_detected const& cd) {std::cout << "player::store_cd_info\n";}
158 void stop_playback(stop const&) { std::cout << "player::stop_playback\n"; }
159 void pause_playback(pause const&) { std::cout << "player::pause_playback\n"; }
160 void resume_playback(end_pause const&) { std::cout << "player::resume_playback\n"; }
161 void stop_and_open(open_close const&) { std::cout << "player::stop_and_open\n"; }
162 void stopped_again(stop const&){std::cout << "player::stopped_again\n";}
163 // guard conditions
164
165 typedef player_ p; // makes transition table cleaner
166
167 // Transition table for player
168 struct transition_table : mpl::vector<
169 // Start Event Next Action Guard
170 // +---------+-------------+---------+---------------------+----------------------+
171 a_row < Stopped , play , Playing , &p::start_playback >,
172 a_row < Stopped , open_close , Open , &p::open_drawer >,
173 a_row < Stopped , stop , Stopped , &p::stopped_again >,
174 // +---------+-------------+---------+---------------------+----------------------+
175 a_row < Open , open_close , Empty , &p::close_drawer >,
176 // +---------+-------------+---------+---------------------+----------------------+
177 a_row < Empty , open_close , Open , &p::open_drawer >,
178 a_row < Empty , cd_detected , Stopped , &p::store_cd_info >,
179 // +---------+-------------+---------+---------------------+----------------------+
180 a_row < Playing , stop , Stopped , &p::stop_playback >,
181 a_row < Playing , pause , Paused , &p::pause_playback >,
182 a_row < Playing , open_close , Open , &p::stop_and_open >,
183 // +---------+-------------+---------+---------------------+----------------------+
184 a_row < Paused , end_pause , Playing , &p::resume_playback >,
185 a_row < Paused , stop , Stopped , &p::stop_playback >,
186 a_row < Paused , open_close , Open , &p::stop_and_open >
187 // +---------+-------------+---------+---------------------+----------------------+
188 > {};
189
190 // Replaces the default no-transition response.
191 template <class FSM,class Event>
192 void no_transition(Event const& e, FSM&,int state)
193 {
194 std::cout << "no transition from state " << state
195 << " on event " << typeid(e).name() << std::endl;
196 }
197
198 };
199 // Pick a back-end
200 typedef msm::back::state_machine<player_> player;
201
202 //
203 // Testing utilities.
204 //
205 static char const* const state_names[] = { "Stopped", "Open", "Empty", "Playing", "Paused" };
206
207 void pstate(player const& p)
208 {
209 std::cout << " -> " << state_names[p.current_state()[0]] << std::endl;
210 }
211
212 void test()
213 {
214 player p;
215
216 // needed to start the highest-level SM. This will call on_entry and mark the start of the SM
217 p.start();
218 // go to Open, call on_exit on Empty, then action, then on_entry on Open
219 p.process_event(open_close()); pstate(p);
220 p.process_event(open_close()); pstate(p);
221 p.process_event(cd_detected("louie, louie"));
222 p.process_event(play());
223
224 // at this point, Play is active
225 // make transition happen inside it. Player has no idea about this event but it's ok.
226 p.process_event(NextSong());pstate(p); //2nd song active
227 p.process_event(NextSong());pstate(p);//3rd song active
228 p.process_event(PreviousSong());pstate(p);//2nd song active
229 p.process_event(pause()); pstate(p);
230 std::ofstream ofs("fsm.txt");
231 // save fsm to archive (current state is Pause, Playing is in Song2)
232 {
233 boost::archive::text_oarchive oa(ofs);
234 // write class instance to archive
235 oa << p;
236 }
237 // reload fsm in state Open
238 player p2;
239 {
240 // create and open an archive for input
241 std::ifstream ifs("fsm.txt");
242 boost::archive::text_iarchive ia(ifs);
243 // read class state from archive
244 ia >> p2;
245 }
246 // go back to Playing
247 // as you see, remembers the original state as end_pause is an history trigger
248 p2.process_event(end_pause()); pstate(p2);
249 p2.process_event(pause()); pstate(p2);
250 p2.process_event(stop()); pstate(p2);
251 // event leading to the same state
252 p2.process_event(stop()); pstate(p2);
253 // play does not trigger shallow history => start back from 1st song
254 p2.process_event(play()); pstate(p2);
255 }
256 }
257 // eliminate object tracking (even if serialized through a pointer)
258 // at the risk of a programming error creating duplicate objects.
259 // this is to get rid of warning because p is not const
260 BOOST_CLASS_TRACKING(player, boost::serialization::track_never)
261
262 int main()
263 {
264 test();
265 return 0;
266 }