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<html><head> <meta http-equiv="Content-Type" content="text/html; charset=ISO-8859-1"> <title>Basic front-end</title><link rel="stylesheet" href="boostbook.css" type="text/css"><meta name="generator" content="DocBook XSL-NS Stylesheets V1.75.2"><link rel="home" href="index.html" title="Meta State Machine (MSM)"><link rel="up" href="ch03.html" title="Chapter&nbsp;3.&nbsp;Tutorial"><link rel="prev" href="ch03.html" title="Chapter&nbsp;3.&nbsp;Tutorial"><link rel="next" href="ch03s03.html" title="Functor front-end"></head><body bgcolor="white" text="black" link="#0000FF" vlink="#840084" alink="#0000FF"><div class="navheader"><table width="100%" summary="Navigation header"><tr><th colspan="3" align="center">Basic front-end</th></tr><tr><td width="20%" align="left"><a accesskey="p" href="ch03.html">Prev</a>&nbsp;</td><th width="60%" align="center">Chapter&nbsp;3.&nbsp;Tutorial</th><td width="20%" align="right">&nbsp;<a accesskey="n" href="ch03s03.html">Next</a></td></tr></table><hr></div><div class="sect1" title="Basic front-end"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a name="d0e338"></a><span class="command"><strong><a name="basic-front-end"></a></strong></span>Basic front-end</h2></div></div></div><p>This is the historical front-end, inherited from the MPL book. It provides a transition table made of rows of different names and functionality. Actions and guards are defined as methods and referenced through a pointer in the transition. This front-end provides a simple interface making easy state machines easy to define, but more complex state machines a bit harder.</p><div class="sect2" title="A simple example"><div class="titlepage"><div><div><h3 class="title"><a name="d0e344"></a>A simple example</h3></div></div></div><p>Let us have a look at a state machine diagram of the founding example:</p><p><span class="inlinemediaobject"><img src="../images/SimpleTutorial.jpg" width="60%"></span></p><p>We are now going to build it with MSM's basic front-end. An <a class="link" href="examples/SimpleTutorial.cpp" target="_top">implementation</a> is also provided.</p></div><div class="sect2" title="Transition table"><div class="titlepage"><div><div><h3 class="title"><a name="d0e358"></a>Transition table</h3></div></div></div><p>As previously stated, MSM is based on the transition table, so let us define one:</p><pre class="programlisting"> struct transition_table : mpl::vector&lt; // Start Event Target Action Guard // +---------+------------+-----------+---------------------------+----------------------------+ a_row&lt; Stopped , play , Playing , &amp;player_::start_playback &gt;, a_row&lt; Stopped , open_close , Open , &amp;player_::open_drawer &gt;, _row&lt; Stopped , stop , Stopped &gt;, // +---------+------------+-----------+---------------------------+----------------------------+ a_row&lt; Open , open_close , Empty , &amp;player_::close_drawer &gt;, // +---------+------------+-----------+---------------------------+----------------------------+ a_row&lt; Empty , open_close , Open , &amp;player_::open_drawer &gt;, row&lt; Empty , cd_detected, Stopped , &amp;player_::store_cd_info , &amp;player_::good_disk_format &gt;, row&lt; Empty , cd_detected, Playing , &amp;player_::store_cd_info , &amp;player_::auto_start &gt;, // +---------+------------+-----------+---------------------------+----------------------------+ a_row&lt; Playing , stop , Stopped , &amp;player_::stop_playback &gt;, a_row&lt; Playing , pause , Paused , &amp;player_::pause_playback &gt;, a_row&lt; Playing , open_close , Open , &amp;player_::stop_and_open &gt;, // +---------+------------+-----------+---------------------------+----------------------------+ a_row&lt; Paused , end_pause , Playing , &amp;player_::resume_playback &gt;, a_row&lt; Paused , stop , Stopped , &amp;player_::stop_playback &gt;, a_row&lt; Paused , open_close , Open , &amp;player_::stop_and_open &gt; // +---------+------------+-----------+---------------------------+----------------------------+ &gt; {}; </pre><p>You will notice that this is almost exactly our founding example. The only change in the transition table is the different types of transitions (rows). The founding example forces one to define an action method and offers no guards. You have 4 basic row types:</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p><code class="code">row</code> takes 5 arguments: start state, event, target state, action and guard.</p></li><li class="listitem"><p><code class="code">a_row</code> (&#8220;a&#8221; for action) allows defining only the action and omit the guard condition.</p></li><li class="listitem"><p><code class="code">g_row</code> (&#8220;g&#8221; for guard) allows omitting the action behavior and defining only the guard.</p></li><li class="listitem"><p><code class="code">_row</code> allows omitting action and guard.</p></li></ul></div><p>The signature for an action methods is void method_name (event const&amp;), for example:</p><pre class="programlisting">void stop_playback(stop const&amp;)</pre><p>Action methods return nothing and take the argument as const reference. Of course nothing forbids you from using the same action for several events:</p><pre class="programlisting">template &lt;class Event&gt; void stop_playback(Eventconst&amp;)</pre><p>Guards have as only difference the return value, which is a boolean:</p><pre class="programlisting">bool good_disk_format(cd_detected const&amp; evt)</pre><p>The transition table is actually a MPL vector (or list), which brings the limitation that the default maximum size of the table is 20. If you need more transitions, overriding this default behavior is necessary, so you need to add before any header:</p><pre class="programlisting">#define BOOST_MPL_CFG_NO_PREPROCESSED_HEADERS #define BOOST_MPL_LIMIT_VECTOR_SIZE 30 //or whatever you need #define BOOST_MPL_LIMIT_MAP_SIZE 30 //or whatever you need </pre><p>The other limitation is that the MPL types are defined only up to 50 entries. For the moment, the only solution to achieve more is to add headers to the MPL (luckily, this is not very complicated).</p></div><div class="sect2" title="Defining states with entry/exit actions"><div class="titlepage"><div><div><h3 class="title"><a name="d0e406"></a>Defining states with entry/exit actions</h3></div></div></div><p>While states were enums in the MPL book, they now are classes, which allows them to hold data, provide entry, exit behaviors and be reusable (as they do not know anything about the containing state machine). To define a state, inherit from the desired state type. You will mainly use simple states:</p><p>struct Empty : public msm::front::state&lt;&gt; {};</p><p>They can optionally provide entry and exit behaviors:</p><pre class="programlisting"> struct Empty : public msm::front::state&lt;&gt; { template &lt;class Event, class Fsm&gt; void on_entry(Event const&amp;, Fsm&amp; ) {std::cout &lt;&lt;"entering: Empty" &lt;&lt; std::endl;} template &lt;class Event, class Fsm&gt; void on_exit(Event const&amp;, Fsm&amp; ) {std::cout &lt;&lt;"leaving: Empty" &lt;&lt; std::endl;} }; </pre><p>Notice how the entry and exit behaviors are templatized on the event and state machine. Being generic facilitates reuse. There are more state types (terminate, interrupt, pseudo states, etc.) corresponding to the UML standard state types. These will be described in details in the next sections.</p></div><div class="sect2" title="What do you actually do inside actions / guards?"><div class="titlepage"><div><div><h3 class="title"><a name="d0e419"></a>What do you actually do inside actions / guards?</h3></div></div></div><p>State machines define a structure and important parts of the complete behavior, but not all. For example if you need to send a rocket to Alpha Centauri, you can have a transition to a state "SendRocketToAlphaCentauri" but no code actually sending the rocket. This is where you need actions. So a simple action could be:</p><pre class="programlisting">template &lt;class Fire&gt; void send_rocket(Fire const&amp;) { fire_rocket(); }</pre><p>Ok, this was simple. Now, we might want to give a direction. Let us suppose this information is externally given when needed, it makes sense do use the event for this:</p><pre class="programlisting">// Event struct Fire {Direction direction;}; template &lt;class Fire&gt; void send_rocket(Fire const&amp; evt) { fire_rocket(evt.direction); }</pre><p>We might want to calculate the direction based not only on external data but also on data accumulated during previous work. In this case, you might want to have this data in the state machine itself. As transition actions are members of the front-end, you can directly access the data:</p><pre class="programlisting">// Event struct Fire {Direction direction;}; //front-end definition, see down struct launcher_ : public msm::front::state_machine_def&lt;launcher_&gt;{ Data current_calculation; template &lt;class Fire&gt; void send_rocket(Fire const&amp; evt) { fire_rocket(evt.direction, current_calculation); } ... };</pre><p>Entry and exit actions represent a behavior common to a state, no matter through which transition it is entered or left. States being reusable, it might make sense to locate your data there instead of in the state machine, to maximize reuse and make code more readable. Entry and exit actions have access to the state data (being state members) but also to the event and state machine, like transition actions. This happens through the Event and Fsm template parameters:</p><pre class="programlisting">struct Launching : public msm::front::state&lt;&gt; { template &lt;class Event, class Fsm&gt; void on_entry(Event const&amp; evt, Fsm&amp; fsm) { fire_rocket(evt.direction, fsm.current_calculation); } };</pre><p>Exit actions are also ideal for clanup when the state becomes inactive.</p><p>Another possible use of the entry action is to pass data to substates / submachines. Launching is a substate containing a <code class="code">data</code> attribute:</p><pre class="programlisting">struct launcher_ : public msm::front::state_machine_def&lt;launcher_&gt;{ Data current_calculation; // state machines also have entry/exit actions template &lt;class Event, class Fsm&gt; void on_entry(Event const&amp; evt, Fsm&amp; fsm) { launcher_::Launching&amp; s = fsm.get_state&lt;launcher_::Launching&amp;&gt;(); s.data = fsm.current_calculation; } ... };</pre><p>The <span class="command"><strong><a class="command" href="ch03s05.html#backend-fsm-constructor-args">set_states</a></strong></span> back-end method allows you to replace a complete state.</p><p>The <span class="command"><strong><a class="command" href="ch03s03.html#functor-front-end-actions">functor</a></strong></span> front-end and eUML offer more capabilities.</p><p>However, this basic front-end also has special capabilities using the row2 / irow2 transitions.<span class="command"><strong><a class="command" href="ch03s02.html#basic-row2">_row2, a_row2, row2, g_row2, a_irow2, irow2, g_irow2</a></strong></span> let you call an action located in any state of the current fsm or in the front-end itself, thus letting you place useful data anywhere you see fit.</p><p>It is sometimes desirable to generate new events for the state machine inside actions. Since the process_event method belongs to the back end, you first need to gain a reference to it. The back end derives from the front end, so one way of doing this is to use a cast:</p><pre class="programlisting">struct launcher_ : public msm::front::state_machine_def&lt;launcher_&gt;{ template &lt;class Fire&gt; void send_rocket(Fire const&amp; evt) { fire_rocket(); msm::back::state_machine&lt;launcher_&gt; &amp;fsm = static_cast&lt;msm::back::state_machine&lt;launcher_&gt; &amp;&gt;(*this); fsm.process_event(rocket_launched()); } ... };</pre><p>The same can be implemented inside entry/exit actions. Admittedly, this is a bit awkward. A more natural mechanism is available using the <span class="command"><strong><a class="command" href="ch03s03.html#functor-front-end-actions">functor</a></strong></span> front-end.</p></div><div class="sect2" title="Defining a simple state machine"><div class="titlepage"><div><div><h3 class="title"><a name="d0e471"></a>Defining a simple state machine</h3></div></div></div><p>Declaring a state machine is straightforward and is done with a high signal / noise ratio. In our player example, we declare the state machine as:</p><pre class="programlisting">struct player_ : public msm::front::state_machine_def&lt;player_&gt;{ /* see below */}</pre><p>This declares a state machine using the basic front-end. We now declare inside the state machine structure the initial state:</p><p> </p><pre class="programlisting">typedef Empty initial_state;</pre><p> </p><p>And that is about all of what is absolutely needed. In the example, the states are declared inside the state machine for readability but this is not a requirements, states can be declared wherever you like.</p><p>All what is left to do is to pick a back-end (which is quite simple as there is only one at the moment):</p><p> </p><pre class="programlisting">typedef msm::back::state_machine&lt;player_&gt; player;</pre><p> </p><p>You now have a ready-to-use state machine with entry/exit actions, guards, transition actions, a message queue so that processing an event can generate another event. The state machine also adapted itself to your need and removed almost all features we didn't use in this simple example. Note that this is not per default the fastest possible state machine. See the section "getting more speed" to know how to get the maximum speed. In a nutshell, MSM cannot know about your usage of some features so you will have to explicitly tell it.</p><p>State objects are built automatically with the state machine. They will exist until state machine destruction. MSM is using Boost.Fusion behind the hood. This unfortunately means that if you define more than 10 states, you will need to extend the default:</p><p> </p><pre class="programlisting">#define FUSION_MAX_VECTOR_SIZE 20 // or whatever you need </pre><p> </p><p>When an unexpected event is fired, the <code class="code">no_transition(event, state machine, state id)</code> method of the state machine is called . By default, this method simply asserts when called. It is possible to overwrite the <code class="code">no_transition</code> method to define a different handling:</p><p> </p><pre class="programlisting">template &lt;class Fsm,class Event&gt; void no_transition(Event const&amp; e, Fsm&amp; ,int state){...}</pre><p> </p><p><span class="underline">Note</span>: you might have noticed that the tutorial calls <code class="code">start()</code> on the state machine just after creation. The start method will initiate the state machine, meaning it will activate the initial state, which means in turn that the initial state's entry behavior will be called. The reason why we need this will be explained in the <a class="link" href="ch03s05.html#backend-start">back-end part</a>. After a call to start, the state machine is ready to process events. The same way, calling <code class="code">stop()</code> will cause the last exit actions to be called.</p></div><div class="sect2" title="Defining a submachine"><div class="titlepage"><div><div><h3 class="title"><a name="d0e529"></a>Defining a submachine</h3></div></div></div><p>We now want to extend our last state machine by making the Playing state a state machine itself (a submachine).</p><p><span class="inlinemediaobject"><img src="../images/CompositeTutorial.jpg" width="60%"></span></p><p>Again, an <a class="link" href="examples/CompositeTutorial.cpp" target="_top">example</a> is also provided.</p><p>A submachine really is a state machine itself, so we declare Playing as such, choosing a front-end and a back-end:</p><p> </p><pre class="programlisting">struct Playing_ : public msm::front::state_machine_def&lt;Playing_&gt;{...} typedef msm::back::state_machine&lt;Playing_&gt; Playing;</pre><p> </p><p>Like for any state machine, one also needs a transition table and an initial state:</p><p> </p><pre class="programlisting"> struct transition_table : mpl::vector&lt; // Start Event Target Action Guard // +--------+---------+--------+---------------------------+------+ a_row&lt; Song1 , NextSong, Song2 , &amp;Playing_::start_next_song &gt;, a_row&lt; Song2 , NextSong, Song1 , &amp;Playing_::start_prev_song &gt;, a_row&lt; Song2 , NextSong, Song3 , &amp;Playing_::start_next_song &gt;, a_row&lt; Song3 , NextSong, Song2 , &amp;Playing_::start_prev_song &gt; // +--------+---------+--------+---------------------------+------+ &gt; {}; </pre><p> </p><p> </p><pre class="programlisting">typedef Song1 initial_state; </pre><p> </p><p>This is about all you need to do. MSM will now automatically recognize Playing as a submachine and all events handled by Playing (NextSong and PreviousSong) will now be automatically forwarded to Playing whenever this state is active. All other state machine features described later are also available. You can even decide to use a state machine sometimes as submachine or sometimes as an independent state machine.</p><p><span class="command"><strong><a name="limitation-submachine"></a></strong></span>There is, however, a limitation for submachines. If a submachine's substate has an entry action which requires a special event property (like a given method), the compiler will require all events entering this submachine to support this property. As this is not practicable, we will need to use <code class="code">boost::enable_if</code> / <code class="code">boost::disable_if</code> to help, for example consider:</p><pre class="programlisting">// define a property for use with enable_if BOOST_MPL_HAS_XXX_TRAIT_DEF(some_event_property) // this event supports some_event_property and a corresponding required method struct event1 { // the property typedef int some_event_property; // the method required by this property void some_property(){...} }; // this event does not supports some_event_property struct event2 { }; struct some_state : public msm::front::state&lt;&gt; { template &lt;class Event,class Fsm&gt; // enable this version for events supporting some_event_property typename boost::enable_if&lt;typename has_some_event_property&lt;Event&gt;::type,void&gt;::type on_entry(Event const&amp; evt,Fsm&amp; fsm) { evt.some_property(); } // for events not supporting some_event_property template &lt;class Event,class Fsm&gt; typename boost::disable_if&lt;typename has_some_event_property&lt;Event&gt;::type,void&gt;::type on_entry(Event const&amp; ,Fsm&amp; ) { } }; </pre><p>Now this state can be used in your submachine.</p></div><div class="sect2" title="Orthogonal regions, terminate state, event deferring"><div class="titlepage"><div><div><h3 class="title"><a name="d0e577"></a>Orthogonal regions, terminate state, event deferring</h3></div></div></div><p>It is a very common problem in many state machines to have to handle errors. It usually involves defining a transition from all the states to a special error state. Translation: not fun. It is also not practical to find from which state the error originated. The following diagram shows an example of what clearly becomes not very readable:</p><p><span class="inlinemediaobject"><img src="../images/error_no_regions.jpg" width="60%"></span></p><p>This is neither very readable nor beautiful. And we do not even have any action on the transitions yet to make it even less readable.</p><p>Luckily, UML provides a helpful concept, orthogonal regions. See them as lightweight state machines running at the same time inside a common state machine and having the capability to influence one another. The effect is that you have several active states at any time. We can therefore keep our state machine from the previous example and just define a new region made of two states, AllOk and ErrorMode. AllOk is most of the time active. But the error_found error event makes the second region move to the new active state ErrorMode. This event does not interest the main region so it will simply be ignored. "<code class="code">no_transition</code>" will be called only if no region at all handles the event. Also, as UML mandates, every region gets a chance of handling the event, in the order as declared by the <code class="code">initial_state</code> type.</p><p>Adding an orthogonal region is easy, one only needs to declare more states in the <code class="code">initial_state</code> typedef. So, adding a new region with AllOk as the region's initial state is:</p><p> </p><pre class="programlisting">typedef mpl::vector&lt;Empty,AllOk&gt; initial_state;</pre><p> </p><p><span class="inlinemediaobject"><img src="../images/Orthogonal-deferred.jpg" width="60%"></span></p><p>Furthermore, when you detect an error, you usually do not want events to be further processed. To achieve this, we use another UML feature, terminate states. When any region moves to a terminate state, the state machine &#8220;terminates&#8221; (the state machine and all its states stay alive) and all events are ignored. This is of course not mandatory, one can use orthogonal regions without terminate states. MSM also provides a small extension to UML, interrupt states. If you declare ErrorMode (or a Boost.MPL sequence of events, like boost::mpl::vector&lt;ErrorMode, AnotherEvent&gt;) as interrupt state instead of terminate state, the state machine will not handle any event other than the one which ends the interrupt. So it's like a terminate state, with the difference that you are allowed to resume the state machine when a condition (like handling of the original error) is met. </p><p><span class="command"><strong><a name="basic-defer"></a></strong></span>Last but not least, this example also shows here the handling of event deferring. Let's say someone puts a disc and immediately presses play. The event cannot be handled, yet you'd want it to be handled at a later point and not force the user to press play again. The solution is to define it as deferred in the Empty and Open states and get it handled in the first state where the event is not to be deferred. It can then be handled or rejected. In this example, when Stopped becomes active, the event will be handled because only Empty and Open defer the event.</p><p>UML defines event deferring as a state property. To accommodate this, MSM lets you specify this in states by providing a <code class="code">deferred_events</code> type:</p><pre class="programlisting">struct Empty : public msm::front::state&lt;&gt; { // if the play event is fired while in this state, defer it until a state // handles or rejects it typedef mpl::vector&lt;play&gt; deferred_events; ... }; </pre><p>Please have a look at the <a class="link" href="examples/Orthogonal-deferred.cpp" target="_top">complete example</a>.</p><p>While this is wanted by UML and is simple, it is not always practical because one could wish to defer only in certain conditions. One could also want to make this be part of a transition action with the added bonus of a guard for more sophisticated behaviors. It would also be conform to the MSM philosophy to get as much as possible in the transition table, where you have the whole state machine structure. This is also possible but not practical with this front-end so we will need to pick a different row from the functor front-end. For a complete description of the <code class="code">Row</code> type, please have a look at the <span class="command"><strong><a class="command" href="ch03s03.html#functor-front-end">functor front-end.</a></strong></span></p><p>First, as there is no state where MSM can automatically find out the usage of this feature, we need to require deferred events capability explicitly, by adding a type in the state machine definition:</p><pre class="programlisting">struct player_ : public msm::front::state_machine_def&lt;player_&gt; { typedef int activate_deferred_events; ... }; </pre><p>We can now defer an event in any transition of the transition table by using as action the predefined <code class="code">msm::front::Defer</code> functor, for example:</p><p> </p><pre class="programlisting">Row &lt; Empty , play , none , Defer , none &gt;</pre><p> </p><p>This is an internal transition row(see <span class="command"><strong><a class="command" href="ch03s02.html#internal-transitions">internal transitions</a></strong></span>) but you can ignore this for the moment. It just means that we are not leaving the Empty state. What matters is that we use Defer as action. This is roughly equivalent to the previous syntax but has the advantage of giving you all the information in the transition table with the added power of transition behavior.</p><p>The second difference is that as we now have a transition defined, this transition can play in the resolution of <span class="command"><strong><a class="command" href="ch02s02.html#transition-conflict">transition conflicts</a></strong></span>. For example, we could model an "if (condition2) move to Playing else if (condition1) defer play event":</p><p> </p><pre class="programlisting">Row &lt; Empty , play , none , Defer , condition1 &gt;, g_row &lt; Empty , play , Playing , &amp;player_::condition2 &gt;</pre><p> </p><p>Please have a look at <a class="link" href="examples/Orthogonal-deferred2.cpp" target="_top">this possible implementation</a>.</p></div><div class="sect2" title="History"><div class="titlepage"><div><div><h3 class="title"><a name="d0e668"></a>History</h3></div></div></div><p>UML defines two types of history, Shallow History and Deep History. In the previous examples, if the player was playing the second song and the user pressed pause, leaving Playing, at the next press on the play button, the Playing state would become active and the first song would play again. Soon would the first client complaints follow. They'd of course demand, that if the player was paused, then it should remember which song was playing. But it the player was stopped, then it should restart from the first song. How can it be done? Of course, you could add a bit of programming logic and generate extra events to make the second song start if coming from Pause. Something like: </p><p> </p><pre class="programlisting">if (Event == end_pause) { for (int i=0;i&lt; song number;++i) {player.process_event(NextSong()); } } </pre><p> </p><p>Not much to like in this example, isn't it? To solve this problem, you define what is called a shallow or a deep history. A shallow history reactivates the last active substate of a submachine when this submachine becomes active again. The deep history does the same recursively, so if this last active substate of the submachine was itself a submachine, its last active substate would become active and this will continue recursively until an active state is a normal state. For example, let us have a look at the following UML diagram: </p><p><span class="inlinemediaobject"><img src="../images/HistoryTutorial.jpg" width="60%"></span></p><p>Notice that the main difference compared to previous diagrams is that the initial state is gone and replaced by a History symbol (the H inside a circle).</p><p>As explained in the <span class="command"><strong><a class="command" href="ch02s02.html#uml-history">small UML tutorial</a></strong></span>, History is a good concept with a not completely satisfying specification. MSM kept the concept but not the specification and goes another way by making this a policy and you can add your own history types (the <a class="link" href="re02.html#history-interface">reference</a> explains what needs to be done). Furthermore, History is a backend policy. This allows you to reuse the same state machine definition with different history policies in different contexts.</p><p>Concretely, your frontend stays unchanged:</p><p> </p><pre class="programlisting">struct Playing_ : public msm::front::state_machine_def&lt;Playing_&gt;</pre><p> </p><p>You then add the policy to the backend as second parameter:</p><p> </p><pre class="programlisting">typedef msm::back::state_machine&lt;Playing_, msm::back::ShallowHistory&lt;mpl::vector&lt;end_pause&gt; &gt; &gt; Playing;</pre><p> </p><p>This states that a shallow history must be activated if the Playing state machine gets activated by the end_pause event and only this one (or any other event added to the mpl::vector). If the state machine was in the Stopped state and the event play was generated, the history would not be activated and the normal initial state would become active. By default, history is disabled. For your convenience the library provides in addition to ShallowHistory a non-UML standard AlwaysHistory policy (likely to be your main choice) which always activates history, whatever event triggers the submachine activation. Deep history is not available as a policy (but could be added). The reason is that it would conflict with policies which submachines could define. Of course, if for example, Song1 were a state machine itself, it could use the ShallowHistory policy itself thus creating Deep History for itself. An <a class="link" href="examples/History.cpp" target="_top">example</a> is also provided.</p></div><div class="sect2" title="Completion (anonymous) transitions"><div class="titlepage"><div><div><h3 class="title"><a name="d0e713"></a>Completion (anonymous) transitions</h3></div></div></div><p><span class="command"><strong><a name="anonymous-transitions"></a></strong></span>The following diagram shows an example making use of this feature:</p><p><span class="inlinemediaobject"><img src="../images/Anonymous.jpg" width="60%"></span></p><p>Anonymous transitions are transitions without a named event. This means that the transition automatically fires when the predecessor state is entered (to be exact, after the entry action). Otherwise it is a normal transition with actions and guards. Why would you need something like that? A possible case would be if a part of your state machine implements some algorithm, where states are steps of the algorithm implementation. Then, using several anonymous transitions with different guard conditions, you are actually implementing some if/else statement. Another possible use would be a real-time system called at regular intervals and always doing the same thing, meaning implementing the same algorithm. The advantage is that once you know how long a transition takes to execute on the system, by calculating the longest path (the number of transitions from start to end), you can pretty much know how long your algorithm will take in the worst case, which in turns tells you how much of a time frame you are to request from a scheduler. </p><p>If you are using Executable UML (a good book describing it is "Executable UML, a foundation for Model-Driven Architecture"), you will notice that it is common for a state machine to generate an event to itself only to force leaving a state. Anonymous transitions free you from this constraint.</p><p>If you do not use this feature in a concrete state machine, MSM will deactivate it and you will not pay for it. If you use it, there is however a small performance penalty as MSM will try to fire a compound event (the other UML name for anonymous transitions) after every taken transition. This will therefore double the event processing cost, which is not as bad as it sounds as MSM&#8217;s execution speed is very high anyway.</p><p>To define such a transition, use &#8220;none&#8221; as event in the transition table, for example:</p><p> </p><pre class="programlisting">row &lt; State3 , none , State4 , &amp;p::State3ToState4 , &amp;p::always_true &gt;</pre><p> </p><p><a class="link" href="examples/AnonymousTutorial.cpp" target="_top">An implementation</a> of the state machine diagram is also provided.</p></div><div class="sect2" title="Internal transitions"><div class="titlepage"><div><div><h3 class="title"><a name="d0e740"></a><span class="command"><strong><a name="internal-transitions"></a></strong></span>Internal transitions</h3></div></div></div><p>Internal transitions are transitions executing in the scope of the active state, a simple state or a submachine. One can see them as a self-transition of this state, without an entry or exit action called. This is useful when all you want is to execute some code for a given event in a given state.</p><p>Internal transitions are specified as having a higher priority than normal transitions. While it makes sense for a submachine with exit points, it is surprising for a simple state. MSM lets you define the transition priority by setting the transition&#8217;s position inside the transition table (see <span class="command"><strong><a class="command" href="ch06.html#run-to-completion">internals</a></strong></span> ). The difference between "normal" and internal transitions is that internal transitions have no target state, therefore we need new row types. We had a_row, g_row, _row and row, we now add a_irow, g_irow, _irow and irow which are like normal transitions but define no target state. For, example an internal transition with a guard condition could be:</p><p> </p><pre class="programlisting">g_irow &lt; Empty /*state*/,cd_detected/*event*/,&amp;p::internal_guard/* guard */&gt;</pre><p> </p><p>These new row types can be placed anywhere in the transition table so that you can still have your state machine structure grouped together. The only difference of behavior with the UML standard is the missing notion of higher priority for internal transitions. Please have a look at <a class="link" href="examples/SimpleTutorialInternal.cpp" target="_top">the example</a>.</p><p>It is also possible to do it the UML-conform way by declaring a transition table called <code class="code">internal transition_table</code> inside the state itself and using internal row types. For example:</p><pre class="programlisting">struct Empty : public msm::front::state&lt;&gt; { struct internal_transition_table : mpl::vector&lt; a_internal &lt; cd_detected , Empty, &amp;Empty::internal_action &gt; &gt; {}; };</pre><p>This declares an internal transition table called internal_transition_table and reacting on the event cd_detected by calling internal_action on Empty. Let us note a few points:</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>internal tables are NOT called transition_table but internal_transition_table</p></li><li class="listitem"><p>they use different but similar row types: a_internal, g_internal, _internal and internal.</p></li><li class="listitem"><p>These types take as first template argument the triggering event and then the action and guard method. Note that the only real difference to classical rows is the extra argument before the function pointer. This is the type on which the function will be called.</p></li><li class="listitem"><p>This also allows you, if you wish, to use actions and guards from another state of the state machine or in the state machine itself.</p></li><li class="listitem"><p>submachines can have an internal transition table and a classical transition table.</p></li></ul></div><p>The <a class="link" href="examples/TestInternal.cpp" target="_top">following example</a> makes use of an a_internal. It also uses functor-based internal transitions which will be explained in <span class="command"><strong><a class="command" href="ch03s03.html#functor-internal-transitions">the functor front-end</a></strong></span>, please ignore them for the moment. Also note that the state-defined internal transitions, having the highest priority (as mandated by the UML standard), are tried before those defined inside the state machine transition table.</p><p>Which method should you use? It depends on what you need:</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>the first version (using irow) is simpler and likely to compile faster. It also lets you choose the priority of your internal transition.</p></li><li class="listitem"><p>the second version is more logical from a UML perspective and lets you make states more useful and reusable. It also allows you to call actions and guards on any state of the state machine.</p></li></ul></div><p> <span class="command"><strong><a name="internal-transitions-note"></a></strong></span><span class="underline"><span class="bold"><strong>Note</strong></span></span>: There is an added possibility coming from this feature. The <code class="code">internal_transition_table</code> transitions being added directly inside the main state machine's transition table, it is possible, if it is more to your state, to distribute your state machine definition a bit like Boost.Statechart, leaving to the state machine itself the only task of declaring the states it wants to use using the <code class="code">explicit_creation</code> type definition. While this is not the author's favorite way, it is still possible. A simplified example using only two states will show this possibility:</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p><a class="link" href="examples/distributed_table/DistributedTable.cpp" target="_top">state machine definition</a></p></li><li class="listitem"><p>Empty <a class="link" href="examples/distributed_table/Empty.hpp" target="_top">header</a> and <a class="link" href="examples/distributed_table/Empty.cpp" target="_top">cpp</a></p></li><li class="listitem"><p>Open <a class="link" href="examples/distributed_table/Open.hpp" target="_top">header</a> and <a class="link" href="examples/distributed_table/Open.cpp" target="_top">cpp</a></p></li><li class="listitem"><p><a class="link" href="examples/distributed_table/Events.hpp" target="_top">events definition</a></p></li></ul></div><p>There is an added bonus offered for submachines, which can have both the standard transition_table and an internal_transition_table (which has a higher priority). This makes it easier if you decide to make a full submachine from a state. It is also slightly faster than the standard alternative, adding orthogonal regions, because event dispatching will, if accepted by the internal table, not continue to the subregions. This gives you a O(1) dispatch instead of O(number of regions). While the example is with eUML, the same is also possible with any front-end.</p></div><div class="sect2" title="more row types"><div class="titlepage"><div><div><h3 class="title"><a name="d0e842"></a><span class="command"><strong><a name="basic-row2"></a></strong></span>more row types</h3></div></div></div><p>It is also possible to write transitions using actions and guards not just from the state machine but also from its contained states. In this case, one must specify not just a method pointer but also the object on which to call it. This transition row is called, not very originally, <code class="code">row2</code>. They come, like normal transitions in four flavors: <code class="code">a_row2, g_row2, _row2 and row2</code>. For example, a transition calling an action from the state Empty could be:</p><p> </p><pre class="programlisting">a_row2&lt;Stopped,open_close,Open,Empty /*action source*/,&amp;Empty::open_drawer/*action*/&gt;</pre><p> </p><p>The same capabilities are also available for internal transitions so that we have: <code class="code">a_irow2, g_irow2, _irow2 and row2</code>. For transitions defined as part of the <code class="code">internal_transition_table</code>, you can use the <span class="command"><strong><a class="command" href="ch03s02.html#internal-transitions">a_internal, g_internal, _internal, internal</a></strong></span> row types from the previous sections.</p><p>These row types allow us to distribute the state machine code among states, making them reusable and more useful. Using transition tables inside states also contributes to this possibility. An <a class="link" href="examples/SimpleTutorial2.cpp" target="_top">example</a> of these new rows is also provided.</p></div><div class="sect2" title="Explicit entry / entry and exit pseudo-state / fork"><div class="titlepage"><div><div><h3 class="title"><a name="d0e875"></a>Explicit entry / entry and exit pseudo-state / fork</h3></div></div></div><p>MSM (almost) fully supports these features, described in the <span class="command"><strong><a class="command" href="ch02s02.html#uml-history">small UML tutorial</a></strong></span>. Almost because there are currently two limit