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3   <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)"><link rel="up" href="ch03.html" title="Chapter&nbsp;3.&nbsp;Tutorial"><link rel="prev" href="ch03s02.html" title="Basic front-end"><link rel="next" href="ch03s04.html" title="eUML"></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>&nbsp;</td><th width="60%" align="center">Chapter&nbsp;3.&nbsp;Tutorial</th><td width="20%" align="right">&nbsp;<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="d0e1224"></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
4                    powerful than the standard front-end and has a more readable transition table.
5                    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
6                    of predefined actions. Actually, eUML generates a functor front-end through
7                    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
8                    flavors. We saw the a_row, g_row, _row, row, not counting internal rows. This is
9                    already much to know, so why define new rows? These types have some
10                    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
11                                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
12                                variations of parameters (source state, target state, current state
13                                machine, etc.)</p></li><li class="listitem"><p>It is not easy to reuse action code from a state machine to
14                                another.</p></li></ul></div><div class="sect2" title="Transition table"><div class="titlepage"><div><div><h3 class="title"><a name="d0e1248"></a> Transition table </h3></div></div></div><p>We can change the definition of the simple tutorial's transition table
15                        to:</p><pre class="programlisting">
16struct transition_table : mpl::vector&lt;
17//    Start     Event        Target      Action                      Guard
18//   +---------+------------+-----------+---------------------------+----------------------------+
19Row  &lt; Stopped , play       ,  Playing  , start_playback            , none                       &gt;,
20Row  &lt; Stopped , open_close ,  Open     , open_drawer               , none                       &gt;,
21Row  &lt; Stopped , stop       ,  Stopped  , none                      , none                       &gt;,
22//   +---------+------------+-----------+---------------------------+----------------------------+
23Row  &lt; Open    , open_close ,  Empty    , close_drawer              , none                       &gt;,
24//   +---------+------------+-----------+---------------------------+----------------------------+
25Row  &lt; Empty   , open_close ,  Open     , open_drawer               , none                       &gt;,
26Row  &lt; Empty   , cd_detected,  Stopped  , store_cd_info             , good_disk_format           &gt;,
27g_row&lt; Empty   , cd_detected,  Playing  , &amp;player_::store_cd_info   , &amp;player_::auto_start       &gt;,
28//   +---------+------------+-----------+---------------------------+----------------------------+
29Row  &lt; Playing , stop       ,  Stopped  , stop_playback             , none                       &gt;,
30Row  &lt; Playing , pause      ,  Paused   , pause_playback            , none                       &gt;,
31Row  &lt; Playing , open_close ,  Open     , stop_and_open             , none                       &gt;,
32//   +---------+------------+-----------+---------------------------+----------------------------+
33Row  &lt; Paused  , end_pause  ,  Playing  , resume_playback           , none                       &gt;,
34Row  &lt; Paused  , stop       ,  Stopped  , stop_playback             , none                       &gt;,
35Row  &lt; Paused  , open_close ,  Open     , stop_and_open             , none                       &gt;
36//   +---------+------------+-----------+---------------------------+----------------------------+
37&gt; {};
38                        </pre><p>Transitions are now of type "Row" with exactly 5 template arguments:
39                        source state, event, target state, action and guard. Wherever there is
40                        nothing (for example actions and guards), write "none". Actions and guards
41                        are no more methods but functors getting as arguments the detected event,
42                        the state machine, source and target state:</p><pre class="programlisting">struct store_cd_info
43{
44    template &lt;class Fsm,class Evt,class SourceState,class TargetState&gt;
45    void operator()(Evt const&amp;, Fsm&amp; fsm, SourceState&amp;,TargetState&amp; )
46    {
47        cout &lt;&lt; "player::store_cd_info" &lt;&lt; endl;
48        fsm.process_event(play());
49    }
50}; </pre><p>The advantage of functors compared to functions are that functors are
51                        generic and reusable. They also allow passing more parameters than just
52                        events. The guard functors are the same but have an operator() returning a
53                        bool.</p><p>It is also possible to mix rows from different front-ends. To show this, a
54                        g_row has been left in the transition table. <span class="underline">Note:</span> in case the action functor is used in the transition
55                        table of a state machine contained inside a top-level state machine, the
56                        &#8220;fsm&#8221; parameter refers to the lowest-level state machine (referencing this
57                        action), not the top-level one.</p><p>To illustrate the reusable point, MSM comes with a whole set of predefined
58                        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
59                        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
60                        (Stopped -&gt; Playing). We only need to change the action start_playback to
61                        </p><pre class="programlisting">ActionSequence_&lt; mpl::vector&lt;some_action, start_playback&gt; &gt;</pre><p>and
62                        now will execute some_action and start_playback every time the transition is
63                        taken. ActionSequence_ is a functor calling each action of the mpl::vector
64                        in sequence.</p><p>We also want to replace good_disk_format by a condition of the type:
65                        &#8220;good_disk_format &amp;&amp; (some_condition || some_other_condition)&#8221;. We
66                        can achieve this using And_ and Or_ functors:
67                        </p><pre class="programlisting">And_&lt;good_disk_format,Or_&lt; some_condition , some_other_condition&gt; &gt;</pre><p>It
68                        even starts looking like functional programming. MSM ships with functors for
69                        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="d0e1281"></a>Defining states with entry/exit actions</h3></div></div></div><p>You probably noticed that we just showed a different transition table and
70                        that we even mixed rows from different front-ends. This means that you can
71                        do this and leave the definitions for states unchanged. Most examples are
72                        doing this as it is the simplest solution. You still enjoy the simplicity of
73                        the first front-end with the extended power of the new transition types.
74                        This <a class="link" href="examples/SimpleWithFunctors.cpp" target="_top">tutorial</a>,
75                        adapted from the earlier example does just this.</p><p>Of course, it is also possible to define states where entry and exit
76                        actions are also provided as functors as these are generated by eUML and
77                        both front-ends are equivalent. For example, we can define a state
78                        as:</p><pre class="programlisting">struct Empty_Entry
79{
80    template &lt;class Event,class Fsm,class State&gt;
81    void operator()(Event const&amp;,Fsm&amp;,State&amp;)
82    {
83        ...
84    }
85}; // same for Empty_Exit
86struct Empty_tag {};
87struct Empty : public msm::front::euml::func_state&lt;Empty_tag,Empty_Entry,Empty_Exit&gt;{};</pre><p>This also means that you can, like in the transition table, write entry /
88                        exit actions made of more complicated action combinations. The previous
89                        example can therefore <a class="link" href="examples/SimpleWithFunctors2.cpp" target="_top">be
90                            rewritten</a>.</p><p>Usually, however, one will probably use the standard state definition as
91                        it provides the same capabilities as this front-end state definition, unless
92                        one needs some of the shipped predefined functors or is a fan of functional
93                        programming.</p></div><div class="sect2" title="What do you actually do inside actions / guards (Part 2)?"><div class="titlepage"><div><div><h3 class="title"><a name="d0e1300"></a><span class="command"><strong><a name="functor-front-end-actions"></a></strong></span>What do you actually do inside actions / guards (Part 2)?</h3></div></div></div><p>Using the basic front-end, we saw how to pass data to actions through the
94                        event, that data common to all states could be stored in the state machine,
95                        state relevant data could be stored in the state and access as template
96                        parameter in the entry / exit actions. What was however missing was the
97                        capability to access relevant state data in the transition action. This is
98                        possible with this front-end. A transition's source and target state are
99                        also given as arguments. If the current calculation's state was to be found
100                        in the transition's source state (whatever it is), we could access
101                        it:</p><pre class="programlisting">struct send_rocket
102{
103    template &lt;class Fsm,class Evt,class SourceState,class TargetState&gt;
104    void operator()(Evt const&amp;, Fsm&amp; fsm, SourceState&amp; src,TargetState&amp; )
105    {
106        fire_rocket(evt.direction, src.current_calculation);
107    }
108}; </pre><p>It was a little awkward to generate new events inside actions with the basic
109                front-end. With the functor front-end it is much cleaner:</p><pre class="programlisting">struct send_rocket
110{
111    template &lt;class Fsm,class Evt,class SourceState,class TargetState&gt;
112    void operator()(Evt const&amp; evt, Fsm&amp; fsm, SourceState&amp; src,TargetState&amp;)
113    {
114        fire_rocket(evt.direction, src.current_calculation);
115        fsm.process_event(rocket_launched());
116    }
117}; </pre></div><div class="sect2" title="Defining a simple state machine"><div class="titlepage"><div><div><h3 class="title"><a name="d0e1312"></a>Defining a simple state machine</h3></div></div></div><p>Like states, state machines can be defined using the previous front-end,
118                        as the previous example showed, or with the functor front-end, which allows
119                        you to define a state machine entry and exit functions as functors, as in
120                            <a class="link" href="examples/SimpleWithFunctors2.cpp" target="_top">this
121                        example</a>.</p></div><div class="sect2" title="Anonymous transitions"><div class="titlepage"><div><div><h3 class="title"><a name="d0e1320"></a>Anonymous transitions</h3></div></div></div><p>Anonymous (completion) transitions are transitions without a named event.
122                        We saw how this front-end uses <code class="code">none</code> when no action or guard is
123                        required. We can also use <code class="code">none</code> instead of an event to mark an
124                        anonymous transition. For example, the following transition makes an
125                        immediate transition from State1 to State2:</p><pre class="programlisting">Row &lt; State1 , none , State2 &gt;</pre><p>The following transition does the same but calling an action in the
126                        process:</p><pre class="programlisting">Row &lt; State1 , none , State2 , State1ToState2, none &gt;</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="d0e1346"></a><span class="command"><strong><a name="functor-internal-transitions"></a></strong></span>Internal
127                        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
128                        front-end. As for the simple standard front-end, both methods of defining
129                        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
130                                    table with <code class="code">none</code> as target state defines an internal
131                                    transition.</p></li><li class="listitem"><p>providing an <code class="code">internal_transition_table</code> made of
132                                        <code class="code">Internal</code> rows inside a state or submachine
133                                    defines UML-conform internal transitions with higher
134                                    priority.</p></li><li class="listitem"><p>transitions defined inside
135                                        <code class="code">internal_transition_table</code> require no source or
136                                    target state as the source state is known (<code class="code">Internal</code>
137                                    really are <code class="code">Row</code> without a source or target state)
138                                    .</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
139                        tables are added into the main state machine's table, thus allowing you to
140                        distribute the transition table definition and reuse states.</p><p>There is an added bonus offered for submachines, which can have both the
141                        standard transition_table and an internal_transition_table (which has higher
142                        priority). This makes it easier if you decide to make a full submachine from
143                        a state later. It is also slightly faster than the standard alternative,
144                        adding orthogonal regions, because event dispatching will, if accepted by
145                        the internal table, not continue to the subregions. This gives you a O(1)
146                        dispatch instead of O(number of regions). While the example is with eUML,
147                        the same is also possible with this front-end.</p></div><div class="sect2" title="Kleene (any) event"><div class="titlepage"><div><div><h3 class="title"><a name="d0e1392"></a><span class="command"><strong><a name="any-event"></a></strong></span>Kleene (any) event</h3></div></div></div><p>Normally, MSM requires an event to fire a transition. But there are cases,
148                        where any event, no matter which one would do:</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>If you want to reduce the number of transitions: any event
149                                    would do, possibly will guards decide what happens</p></li><li class="listitem"><p>Pseudo entry states do not necessarily want to know the event
150                                    which caused their activation, or they might want to know only a
151                                    property of it.</p></li></ul></div><p>MSM supports a boost::any as an acceptable event. This event will match
152                        any event, meaning that if a transition with boost::any as event originates
153                        from the current state, this transition would fire (provided no guards or
154                        transition with a higher priority fires first). This event is named Kleene,
155                        as reference top the Kleene star used in a regex.</p><p>For example, this transition on a state machine instance named fsm:</p><pre class="programlisting">Row &lt; State1, boost::any, State2&gt;</pre><p>will fire if State1 is active and an event is processed:</p><pre class="programlisting">fsm.process_event(whatever_event());</pre><p>At this point, you can use this <span class="italic">any</span>
156                        event in transition actions to get back to the original event by calling for
157                            example<span class="italic"> boost::any::type()</span>.</p><p>It is also possible to support your own Kleene events by specializing
158                        boost::msm::is_kleene_event for a given event, for example:</p><pre class="programlisting">namespace boost { namespace msm{
159    template&lt;&gt;
160    struct is_kleene_event&lt; my_event &gt;
161    {
162      typedef boost::mpl::true_ type;
163    };
164}}</pre><p>The only requirement is that this event must have a copy constructor from
165                        the event originally processed on the state machine.</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>&nbsp;</td><td width="20%" align="center"><a accesskey="u" href="ch03.html">Up</a></td><td width="40%" align="right">&nbsp;<a accesskey="n" href="ch03s04.html">Next</a></td></tr><tr><td width="40%" align="left" valign="top">Basic front-end&nbsp;</td><td width="20%" align="center"><a accesskey="h" href="index.html">Home</a></td><td width="40%" align="right" valign="top">&nbsp;eUML</td></tr></table></div></body></html>