<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN"> <html> <head> <meta http-equiv="Content-Language" content="en-us"> <meta name="GENERATOR" content="Microsoft FrontPage 6.0"> <meta name="ProgId" content="FrontPage.Editor.Document"> <meta http-equiv="Content-Type" content="text/html; charset=us-ascii"> <link rel="stylesheet" type="text/css" href="../../../boost.css"> <title>The Boost Statechart Library - Definitions</title> </head> <body link="#0000FF" vlink="#800080"> <table border="0" cellpadding="7" cellspacing="0" width="100%" summary= "header"> <tr> <td valign="top" width="300"> <h3><a href="../../../index.htm"><img alt="C++ Boost" src= "../../../boost.png" border="0" width="277" height="86"></a></h3> </td> <td valign="top"> <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<></a></code> or <code><a href= "reference.html#ClassTemplateasynchronous_state_machine">asynchronous_state_machine<></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<></a></code> and <code><a href= "reference.html#ClassTemplateasynchronous_state_machine">asynchronous_state_machine<></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<></a></code> and <code><a href= "reference.html#ClassTemplatestate">state<></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<></a></code>) and special reaction function (<code><a href= "reference.html#simple_state::terminate">simple_state<>::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<></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<></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<>::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<>::post_event()</a></code> or <code><a href= "reference.html#queue_event">fifo_scheduler<>::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<>::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<></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<></a></code> or a call to <code><a href= "reference.html#transit1">simple_state<>::transit<></a></code> in a <code><a href= "reference.html#ClassTemplatecustom_reaction">custom_reaction<></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<></a></code> or a call to <code><a href= "reference.html#defer_event">simple_state<>::defer_event()</a></code> in a <code><a href= "reference.html#ClassTemplatecustom_reaction">custom_reaction<></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<></a></code> or a call to <a href= "reference.html#discard_event"><code>simple_state<>::discard_event()</code></a> in a <code><a href= "reference.html#ClassTemplatecustom_reaction">custom_reaction<></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<></a></code> or <code><a href= "reference.html#transit2">simple_state<>::transit<>()</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> <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 <!--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 © 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 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>