Re: finite state machine : transitions in absence of external events

From:
pjb@informatimago.com (Pascal J. Bourguignon)
Newsgroups:
comp.lang.c++
Date:
Wed, 16 Sep 2009 16:31:17 +0200
Message-ID:
<7ceiq7j70q.fsf@anevia.com>
srp113 <sunilsreenivas2001@yahoo.com> writes:

This was only solution I could think of. What I dont like about what
happens when we move from say A-B, we finally end in D (A-B,B-C,C-D)
and then at runtime call graph looks like: procesTimeoutInA()->B::entry
()->B's actions->B()::exit()- (B'S::exit called from with B::s entry
()!!)->C::entry()->C's actions->C's::exit() (again C's exit is called
from C's entry)->D's::entry() and unwind in the opposite order. Is
there any better way to handle this?


The call graph shouldn't matter. This was a perfectly good option.

An alternative would be to reify the events, which would allow you to
enqueue epsilon events.

class Event{ ... };
class Timeout:public Event{ ... };
class Epsilon:public Event{ ... };

class EventQueue {
protected: std::queue<Event*> queue;
           Epsilon* epsilon;
static template<T> T pop(std::queue<T>& q){ T result=q.front(); q.pop(); return(result); }
public:
   void enqueue(Epsilon* e){ epsilon=e; }
   void enqueue(Event* e){ queue.push(e); }
   Event* dequeue(){ Event* result=((epsilon!=0)
                                    ? epsilon
                                    : (queue.empty()
                                       ? 0
                                       : pop(queue)));
                     epsilon=0;
                     return(result); }
  ...
};

So now your state machine would have a queue of event to process, and
you could enqueue epsilon events:

class FSM {
proctected:
    EventQueue* events;
    State* currentState;
public:

    void postEvent(Event* e){
         events->enqueue(e);
    }

    void processEvents(){
         Event* e=events.dequeue();
         while(e){
             currentState->processEvent(this,e);
             e=events.dequeue();
         }
    }

    void doTransition(State* oldState,Event* event,State* newState){
        log("transition %1% ---(%2%)---> %3%",oldState->name(),event->name(),newState->name());
        currentState->onExit(this);
        currentState=newState;
        currentState->onEntry(this);
    }
};

class StateC:public State{
    void onEntry(FSM* m){
         m->postEvent(new Epsilon());
    }
    void processEvent(FSM* m,Event* e){
        // ignore other events
    }
    void processEvent(FSM* m,Epsilon* e){
         m->doTransition(this,e,new StateD);
    }
};

This way, in the processEvent loop, the calls to the old state return
before processing the next event, including epsilon events.

--
__Pascal Bourguignon__

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