Package com.sun.corba.se.spi.orbutil.fsm
Interface StateEngine
- All Known Implementing Classes:
StateEngineImpl
public interface StateEngine
A StateEngine defines the state transition function for a
finite state machine (FSM). A FSM always has a current state.
In response to an Input, the FSM performs an Action and
makes a transition to a new state. Note that any object can
be used as an input if it supports the Input interface.
For example, a protocol message may be an input. The FSM
uses only the result of calling getLabel on the Input to
drive the transition.
The function can be non-deterministic in that the same input may cause transitions to different new states from the current state. In this case, the action that is executed for the transition must set the correct new state.
- Author:
- Ken Cavanaugh
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Method Summary
Modifier and TypeMethodDescriptionAdd a transition with a guard that always evaluates to true.Add a new transition (old,in,guard,act,new) to the state engine.voiddone()Called after all transitions have been added to the state engine.Create an instance of a FSM that uses this state engine.setDefault(State oldState) Euaivalent to setDefault( oldState, oldState )setDefault(State oldState, Action action, State newState) Set the default transition and action for a state.setDefault(State oldState, State newState) Equivalent to setDefault( oldState, act, newState ) where act is an action that does nothing.voidsetDefaultAction(Action act) Set the default action used in this state engine.
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Method Details
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add
StateEngine add(State oldState, Input input, Guard guard, Action action, State newState) throws IllegalStateException Add a new transition (old,in,guard,act,new) to the state engine. Multiple calls to add with the same old and in are permitted, in which case only a transition in which the guard evaluates to true will be taken. If no such transition is enabled, a default will be taken. If more than one transition is enabled, one will be chosen arbitrarily. This method can only be called before done(). An attempt to call it after done() results in an IllegalStateException.- Throws:
IllegalStateException
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add
StateEngine add(State oldState, Input input, Action action, State newState) throws IllegalStateException Add a transition with a guard that always evaluates to true.- Throws:
IllegalStateException
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setDefault
Set the default transition and action for a state. This transition will be used if no more specific transition was defined for the actual input. Repeated calls to this method simply change the default. This method can only be called before done(). An attempt to call it after done() results in an IllegalStateException.- Throws:
IllegalStateException
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setDefault
Equivalent to setDefault( oldState, act, newState ) where act is an action that does nothing.- Throws:
IllegalStateException
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setDefault
Euaivalent to setDefault( oldState, oldState )- Throws:
IllegalStateException
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setDefaultAction
Set the default action used in this state engine. This is the action that is called whenever there is no applicable transition. Normally this would simply flag an error. This method can only be called before done(). An attempt to call it after done() results in an IllegalStateException.- Throws:
IllegalStateException
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done
Called after all transitions have been added to the state engine. This provides an opportunity for the implementation to optimize its representation before the state engine is used. This method may only be called once. An attempt to call it more than once results in an IllegalStateException.- Throws:
IllegalStateException
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makeFSM
Create an instance of a FSM that uses this state engine. The initial state of the FSM will be the stateState specified here. This method can only be called after done(). An attempt to call it before done results in an IllegalStateException.- Throws:
IllegalStateException
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