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 |         <h1 align="center">The Boost Statechart Library</h1> | 
 |  | 
 |         <h2 align="center">Definitions</h2> | 
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 |   <hr> | 
 |  | 
 |   <h2>Introduction</h2> | 
 |  | 
 |   <p>The Boost.Statechart documentation uses a lot of terminology specific to | 
 |   state machines. Most of it is equal to the one used in the UML | 
 |   specifications. This document contains only definitions for terminology not | 
 |   used by the <a href="http://www.omg.org/cgi-bin/doc?formal/03-03-01">UML | 
 |   standard</a>. A short tour around UML terminology can be found <a href= | 
 |   "http://www.sts.tu-harburg.de/teaching/ws-99.00/OOA+D/StateDiagrams.pdf">here</a>.</p> | 
 |  | 
 |   <h2>Definitions</h2> | 
 |  | 
 |   <dl class="page-index"> | 
 |     <dt><a href="#Context">Context</a></dt> | 
 |  | 
 |     <dt><a href="#InnermostCommonContext">Innermost common context</a></dt> | 
 |  | 
 |     <dt><a href="#InnermostState">Innermost state</a></dt> | 
 |  | 
 |     <dt><a href="#InStateReaction">In-state reaction</a></dt> | 
 |  | 
 |     <dt><a href="#OutermostState">Outermost state</a></dt> | 
 |  | 
 |     <dt><a href="#PolymorphicEvents">Polymorphic events</a></dt> | 
 |  | 
 |     <dt><a href="#Reaction">Reaction</a></dt> | 
 |  | 
 |     <dt><a href="#UnstableState">Unstable state</a></dt> | 
 |  | 
 |     <dt><a href="#UnstableStateMachine">Unstable state machine</a></dt> | 
 |   </dl> | 
 |  | 
 |   <h3><a name="Context" id="Context">Context</a></h3> | 
 |  | 
 |   <p>The contexts of a state define its location in the state hierarchy. A | 
 |   state's <b>direct</b> context is defined by what is passed as the | 
 |   <code>Context</code> template parameter of the <code><a href= | 
 |   "reference.html#ClassTemplatesimple_state">simple_state</a></code> and | 
 |   <code><a href="reference.html#ClassTemplatestate">state</a></code> class | 
 |   templates. This can either be the state machine (which makes the state an | 
 |   <a href="#OutermostState">outermost state</a>) or its direct outer state. A | 
 |   state's <b>indirect</b> contexts follow from the direct context of its | 
 |   direct context and the direct context of the direct context of its direct | 
 |   context and so on. Examples:</p> | 
 |  | 
 |   <p><img alt="OutermostUnstableState" src="OutermostUnstableState.gif" | 
 |   border="0" width="467" height="572"></p> | 
 |  | 
 |   <ul> | 
 |     <li>A's <b>direct</b> context is the state machine (not visible in this | 
 |     picture). A does not have any indirect contexts</li> | 
 |  | 
 |     <li>B's <b>direct</b> context is A. B's <b>indirect</b> context is the | 
 |     state machine (not visible in this picture)</li> | 
 |  | 
 |     <li>C's <b>direct</b> context is B. C's <b>indirect</b> contexts are B, A | 
 |     and the state machine (not visible in this picture)</li> | 
 |  | 
 |     <li>D's <b>direct</b> context is A. D's <b>indirect</b> context is the | 
 |     state machine (not visible in this picture)</li> | 
 |   </ul> | 
 |  | 
 |   <h3><a name="InnermostCommonContext" id="InnermostCommonContext">Innermost | 
 |   common context</a></h3> | 
 |  | 
 |   <p>The innermost common context of two states is the first direct or | 
 |   indirect context that both states have in common. Also known as Least | 
 |   Common Ancestor (UML).</p> | 
 |  | 
 |   <h3><a name="InnermostState" id="InnermostState">Innermost state</a></h3> | 
 |  | 
 |   <p>An innermost state is a state that does not itself have inner states. | 
 |   Also known as leaf state or simple state (UML). Note that <code><a href= | 
 |   "reference.html#ClassTemplatesimple_state">boost::statechart::simple_state<></a></code> | 
 |   is <b>not</b> a model of the UML simple state.</p> | 
 |  | 
 |   <h3><a name="InStateReaction" id="InStateReaction">In-state | 
 |   reaction</a></h3> | 
 |  | 
 |   <p>An in-state reaction is a <a href="#Reaction">reaction</a> that neither | 
 |   exits nor enters any states. Also known as inner transition or internal | 
 |   transition (UML).</p> | 
 |  | 
 |   <h3><a name="OutermostState" id="OutermostState">Outermost state</a></h3> | 
 |  | 
 |   <p>An outermost state is a state that does not itself have outer states. | 
 |   Note that an outermost state is different from the UML top state. A state | 
 |   machine can have an arbitrary number of the former but only exactly one of | 
 |   the latter. Boost.Statechart only supports outermost states.</p> | 
 |  | 
 |   <h3><a name="PolymorphicEvents" id="PolymorphicEvents">Polymorphic | 
 |   events</a></h3> | 
 |  | 
 |   <p>An FSM library supports polymorphic events if events can inherit from | 
 |   each other without restrictions <b>and</b> if it allows the definition of | 
 |   reactions for leafs and nodes of the resulting event inheritance | 
 |   tree.</p> | 
 |  | 
 |   <p>Example (using a hypothetical FSM library, as Boost.Statechart does not | 
 |   support polymorphic events):</p> | 
 |   <pre> | 
 | struct EvButtonPressed : Event // node | 
 | { | 
 |   /* common button pressed properties */ | 
 | }; | 
 |  | 
 | struct EvPlayButtonPressed : EvButtonPressed {}; // leaf | 
 | struct EvStopButtonPressed : EvButtonPressed {}; // leaf | 
 | struct EvForwardButtonPressed : EvButtonPressed {}; // leaf | 
 | </pre> | 
 |  | 
 |   <p>If a state machine needs to react whenever <b>any</b> button (including | 
 |   the ones that may be added in the future) is pressed, a reaction for | 
 |   <code>EvButtonPressed</code> can be defined.</p> | 
 |  | 
 |   <h3><a name="Reaction" id="Reaction">Reaction</a></h3> | 
 |  | 
 |   <p>A reaction consists of all the side effects caused by the processing of | 
 |   one event. Reactions can be categorized as follows:</p> | 
 |  | 
 |   <ol> | 
 |     <li>In-state reaction</li> | 
 |  | 
 |     <li>Event deferral</li> | 
 |  | 
 |     <li>Transition</li> | 
 |  | 
 |     <li>Termination, also known as transition to the final state (UML)</li> | 
 |   </ol> | 
 |  | 
 |   <p>Note that it is possible to mix a reaction of type 1 with one of the | 
 |   other types (the in-state reaction is always executed first) but it is not | 
 |   possible to mix a reaction of type 2-4 with anything else but type 1.</p> | 
 |  | 
 |   <p>A reaction is always associated with exactly one state type and exactly | 
 |   one event type.</p> | 
 |  | 
 |   <h3><a name="UnstableState" id="UnstableState">Unstable state</a></h3> | 
 |  | 
 |   <p>A state is unstable from the moment when it has been entered until after | 
 |   its last <b>direct</b> inner state has been entered. A state is also | 
 |   unstable from the moment just before its first <b>direct</b> inner state is | 
 |   exited until right before the state itself is exited.</p> | 
 |  | 
 |   <h3><a name="UnstableStateMachine" id="UnstableStateMachine">Unstable state | 
 |   machine</a></h3> | 
 |  | 
 |   <p>A state machine is unstable if at least one of its currently active | 
 |   states is unstable. This is the case during the following three | 
 |   operations:</p> | 
 |  | 
 |   <ul> | 
 |     <li>Initiation: From the moment after the first state has been entered | 
 |     until after the last state of the initial state configuration has been | 
 |     entered</li> | 
 |  | 
 |     <li>Transition: From the moment just before the first state of the | 
 |     current state configuration is exited until after the last state of the | 
 |     destination state configuration has been entered</li> | 
 |  | 
 |     <li>Termination: From the moment just before the first state is exited | 
 |     until right before the last terminated state is exited. A successfully | 
 |     executed termination (no exception was thrown) never leaves any states | 
 |     unstable. For example, consider the active state A with two orthogonal | 
 |     regions in which the inner states B and C are each active. Terminating | 
 |     either B or C does not make A unstable. Neither does terminating both, as | 
 |     that inevitably also terminates A</li> | 
 |   </ul> | 
 |  | 
 |   <p>Under normal circumstances a state machine has Run-To-Completion | 
 |   semantics, that is, it is always stable before the machine returns to the | 
 |   client or before the next event is dequeued. So, a state machine is usually | 
 |   only unstable when it is busy processing an event and becomes stable again | 
 |   right before it has finished processing the event. However, this can not be | 
 |   guaranteed when entry, exit or transition actions fail. Such a failure is | 
 |   reported by an event, which must be processed while the state machine is | 
 |   unstable. However, exception event processing rules ensure that a state | 
 |   machine is never unstable when it returns to the client (see <code><a href= | 
 |   "reference.html#process_event">state_machine<>::process_event()</a></code> | 
 |   for details).</p> | 
 |   <hr> | 
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 |   <p>Revised  | 
 |   <!--webbot bot="Timestamp" S-Type="EDITED" S-Format="%d %B, %Y" startspan -->29 December, 2006<!--webbot bot="Timestamp" endspan i-checksum="38526" --></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> | 
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