<html><head> <meta http-equiv="Content-Type" content="text/html; charset=ISO-8859-1"> <title>Functor 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) V2.10"><link rel="up" href="ch03.html" title="Chapter 3. Tutorial"><link rel="prev" href="ch03s02.html" title="Basic front-end"><link rel="next" href="ch03s04.html" title="eUML (experimental)"></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">Functor front-end</th></tr><tr><td width="20%" align="left"><a accesskey="p" href="ch03s02.html">Prev</a> </td><th width="60%" align="center">Chapter 3. Tutorial</th><td width="20%" align="right"> <a accesskey="n" href="ch03s04.html">Next</a></td></tr></table><hr></div><div class="sect1" title="Functor front-end"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a name="d0e1877"></a><span class="command"><strong><a name="functor-front-end"></a></strong></span>Functor front-end</h2></div></div></div><p>The functor front-end is the preferred front-end at the moment. It is more powerful than the standard front-end and has a more readable transition table. It also makes it easier to reuse parts of state machines. Like <span class="command"><strong><a class="command" href="ch03s04.html#eUML-front-end">eUML</a></strong></span>, it also comes with a good deal of predefined actions. Actually, eUML generates a functor front-end through Boost.Typeof and Boost.Proto so both offer the same functionality.</p><p>The rows which MSM offered in the previous front-end come in different flavors. We saw the a_row, g_row, _row, row, not counting internal rows. This is already much to know, so why define new rows? These types have some disadvantages: </p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>They are more typing and information than we would wish. This means syntactic noise and more to learn.</p></li><li class="listitem"><p>Function pointers are weird in C++.</p></li><li class="listitem"><p>The action/guard signature is limited and does not allow for more variations of parameters (source state, target state, current state machine, etc.)</p></li><li class="listitem"><p>It is not easy to reuse action code from a state machine to another.</p></li></ul></div><div class="sect2" title="Transition table"><div class="titlepage"><div><div><h3 class="title"><a name="d0e1901"></a> Transition table </h3></div></div></div><p>We can change the definition of the simple tutorial's transition table to:</p><p> </p><table id="d0e1908"><tbody><tr> <td>//</td> <td>Start</td> <td>Event</td> <td>Next</td> <td>Action</td> <td>Guard</td> <td> </td> </tr><tr> <td>//</td> <td>+---------+</td> <td>-------------+</td> <td>---------+</td> <td>---------------------+</td> <td>----------------------+</td> <td> </td> </tr><tr> <td>Row <</td> <td>Stopped ,</td> <td>play,</td> <td>Playing,</td> <td>start_playback</td> <td> </td> <td>>,</td> </tr><tr> <td>Row <</td> <td>Stopped ,</td> <td>open_close,</td> <td>Open,</td> <td>open_drawer,</td> <td> none</td> <td>>,</td> </tr><tr> <td>Row <</td> <td>Stopped ,</td> <td>stop,</td> <td>Stopped,</td> <td> </td> <td> none</td> <td>>,</td> </tr><tr> <td>//</td> <td>+---------</td> <td>-------------+</td> <td>---------+</td> <td>---------------------+</td> <td>----------------------+</td> <td> </td> </tr><tr> <td>Row <</td> <td>Open ,</td> <td>open_close ,</td> <td>Empty ,</td> <td>close_drawer,</td> <td> none</td> <td>>,</td> </tr><tr> <td>//</td> <td>+---------+</td> <td>-------------+</td> <td>---------+</td> <td>---------------------+</td> <td>----------------------+</td> <td> </td> </tr><tr> <td>Row <</td> <td>Empty ,</td> <td>open_close ,</td> <td>Open ,</td> <td>open_drawer</td> <td> </td> <td>>,</td> </tr><tr> <td>Row <</td> <td>Empty ,</td> <td>cd_detected ,</td> <td>Stopped ,</td> <td>store_cd_info ,</td> <td>good_disk_format</td> <td>>,</td> </tr><tr> <td>g_row <</td> <td>Empty ,</td> <td>cd_detected ,</td> <td>Playing ,</td> <td>store_cd_info ,</td> <td>&player_::auto_start</td> <td>>,</td> </tr><tr> <td>//</td> <td>+---------+</td> <td>-------------+</td> <td>---------+</td> <td>---------------------+</td> <td>----------------------+</td> <td> </td> </tr><tr> <td>Row <</td> <td>Playing ,</td> <td>stop ,</td> <td>Stopped ,</td> <td>stop_playback,</td> <td> none</td> <td>>,</td> </tr><tr> <td>Row <</td> <td>Playing ,</td> <td>pause ,</td> <td>Paused ,</td> <td>pause_playback,</td> <td> none</td> <td>>,</td> </tr><tr> <td>Row <</td> <td>Playing ,</td> <td>open_close ,</td> <td>Open ,</td> <td>stop_and_open,</td> <td> none</td> <td>>,</td> </tr><tr> <td>//</td> <td>+---------+</td> <td>-------------+</td> <td>---------+</td> <td>---------------------+</td> <td>----------------------+</td> <td> </td> </tr><tr> <td>Row <</td> <td> Paused ,</td> <td>end_pause ,</td> <td>Playing ,</td> <td>resume_playback,</td> <td> none</td> <td>>,</td> </tr><tr> <td>Row <</td> <td> Paused ,</td> <td>stop ,</td> <td>Stopped ,</td> <td>stop_playback,</td> <td> none</td> <td>>,</td> </tr><tr> <td>Row <</td> <td> Paused ,</td> <td>open_close ,</td> <td>Open ,</td> <td>stop_and_open,</td> <td> none</td> <td>></td> </tr><tr> <td>//</td> <td>+---------+</td> <td>-------------+</td> <td>---------+</td> <td>---------------------+</td> <td>----------------------+</td> <td> </td> </tr><tr> <td>> {};</td> <td> </td> <td> </td> <td> </td> <td> </td> <td> </td> <td> </td> </tr></tbody></table><p> </p><p>Transitions are now of type "Row" with exactly 5 template arguments: source state, event, target state, action and guard. Wherever there is nothing (for example actions and guards), write "none". Actions and guards are no more methods but functors getting as arguments the detected event, the state machine, source and target state:</p><pre class="programlisting">struct store_cd_info { template <class Fsm,class Evt,class SourceState,class TargetState> void operator()(Evt const&, Fsm& fsm, SourceState&,TargetState& ) { cout << "player::store_cd_info" << endl; fsm.process_event(play()); } }; </pre><p>The advantage of functors compared to functions are that functors are generic and reusable. They also allow passing more parameters than just events. The guard functors are the same but have an operator() returning a bool.</p><p>It is also possible to mix rows from different front-ends. To show this, a g_row has been left in the transition table. <span class="underline">Note:</span> in case the action functor is used in the transition table of a state machine contained inside a top-level state machine, the “fsm” parameter refers to the lowest-level state machine (referencing this action), not the top-level one.</p><p>To illustrate the reusable point, MSM comes with a whole set of predefined functors. Please refer to eUML for the <a class="link" href="pt02.html#Reference-begin">full list</a>. For example, we are now going to replace the first action by an action sequence and the guard by a more complex functor.</p><p>We decide we now want to execute two actions in the first transition (Stopped -> Playing). We only need to change the action start_playback to </p><pre class="programlisting">ActionSequence_< mpl::vector<some_action, start_playback> ></pre><p>and now will execute some_action and start_playback every time the transition is taken. ActionSequence_ is a functor calling each action of the mpl::vector in sequence.</p><p>We also want to replace good_disk_format by a condition of the type: “good_disk_format && (some_condition || some_other_condition)”. We can achieve this using And_ and Or_ functors: </p><pre class="programlisting">And_<good_disk_format,Or_< some_condition , some_other_condition> ></pre><p>It even starts looking like functional programming. MSM ships with functors for operators, state machine usage, STL algorithms or container methods.</p></div><div class="sect2" title="Defining states with entry/exit actions"><div class="titlepage"><div><div><h3 class="title"><a name="d0e2420"></a>Defining states with entry/exit actions</h3></div></div></div><p>You probably noticed that we just showed a different transition table and that we even mixed rows from different front-ends. This means that you can do this and leave the definitions for states unchanged. Most examples are doing this as it is the simplest solution. You still enjoy the simplicity of the first front-end with the extended power of the new transition types. This <a class="link" href="examples/SimpleWithFunctors.cpp" target="_top">tutorial</a>, adapted from the earlier example does just this.</p><p>Of course, it is also possible to define states where entry and exit actions are also provided as functors as these are generated by eUML and both front-ends are equivalent. For example, we can define a state as:</p><pre class="programlisting">struct Empty_Entry { template <class Event,class Fsm,class State> void operator()(Event const&,Fsm&,State&) { ... } }; // same for Empty_Exit struct Empty : public msm::front::euml::func_state<Empty_Entry,Empty_Exit>{};</pre><p>This also means that you can, like in the transition table, write entry / exit actions made of more complicated action combinations. The previous example can therefore <a class="link" href="examples/SimpleWithFunctors2.cpp" target="_top">be rewritten</a>.</p><p>Usually, however, one will probably use the standard state definition as it provides the same capabilities as this front-end state definition, unless one needs some of the shipped predefined functors or is a fan of functional programming.</p></div><div class="sect2" title="Defining a simple state machine"><div class="titlepage"><div><div><h3 class="title"><a name="d0e2439"></a>Defining a simple state machine</h3></div></div></div><p>Like states, state machines can be defined using the previous front-end, as the previous example showed, or with the functor front-end, which allows you to define a state machine entry and exit functions as functors, as in <a class="link" href="examples/SimpleWithFunctors2.cpp" target="_top">this example</a>.</p></div><div class="sect2" title="Anonymous transitions"><div class="titlepage"><div><div><h3 class="title"><a name="d0e2447"></a>Anonymous transitions</h3></div></div></div><p>Anonymous (completion) transitions are transitions without a named event. We saw how this front-end uses <code class="code">none</code> when no action or guard is required. We can also use <code class="code">none</code> instead of an event to mark an anonymous transition. For example, the following transition makes an immediate transition from State1 to State2:</p><pre class="programlisting">Row < State1 , none , State2 ></pre><p>The following transition does the same but calling an action in the process:</p><pre class="programlisting">Row < State1 , none , State2 , State1ToState2, none ></pre><p>The following diagram shows an example and its <a class="link" href="examples/AnonymousTutorialWithFunctors.cpp" target="_top">implementation</a>:</p><p><span class="inlinemediaobject"><img src="../images/Anonymous.jpg" width="70%"></span></p></div><div class="sect2" title="Internal transitions"><div class="titlepage"><div><div><h3 class="title"><a name="d0e2473"></a><span class="command"><strong><a name="functor-internal-transitions"></a></strong></span>Internal transitions</h3></div></div></div><p>The <a class="link" href="examples/SimpleTutorialInternalFunctors.cpp" target="_top">following example</a> uses internal transitions with the functor front-end. As for the simple standard front-end, both methods of defining internal transitions are supported:</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>providing a <code class="code">Row</code> in the state machine's transition table with <code class="code">none</code> as target state defines an internal transition.</p></li><li class="listitem"><p>providing an <code class="code">internal_transition_table</code> made of <code class="code">Internal</code> rows inside a state or submachine defines UML-conform internal transitions with higher priority.</p></li><li class="listitem"><p>transitions defined inside <code class="code">internal_transition_table</code> require no source or target state as the source state is known (<code class="code">Internal</code> really are <code class="code">Row</code> without a source or target state) .</p></li></ul></div><p>Like for the <span class="command"><strong><a class="command" href="ch03s02.html#internal-transitions-note">standard front-end internal transitions</a></strong></span>, internal transition tables are added into the main state machine's table, thus allowing you to distribute the transition table definition and reuse states.</p><p>There is an added bonus offered for submachines, which can have both the standard transition_table and an internal_transition_table (which has higher priority). This makes it easier if you decide to make a full submachine from a state later. 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 this front-end.</p></div></div><div class="navfooter"><hr><table width="100%" summary="Navigation footer"><tr><td width="40%" align="left"><a accesskey="p" href="ch03s02.html">Prev</a> </td><td width="20%" align="center"><a accesskey="u" href="ch03.html">Up</a></td><td width="40%" align="right"> <a accesskey="n" href="ch03s04.html">Next</a></td></tr><tr><td width="40%" align="left" valign="top">Basic front-end </td><td width="20%" align="center"><a accesskey="h" href="index.html">Home</a></td><td width="40%" align="right" valign="top"> eUML (experimental)</td></tr></table></div></body></html>