Add tinyfsm, start converting core functions to an FSM-based event loop

This commit is contained in:
jacqueline
2023-05-19 21:21:27 +10:00
parent b320a6a863
commit a6ab150405
68 changed files with 2961 additions and 356 deletions
+63
View File
@@ -0,0 +1,63 @@
# Compiler prefix, in case your default compiler does not implement all C++11 features:
#CROSS = /opt/toolchain/x86_64-pc-linux-gnu-gcc-4.7.0/bin/x86_64-pc-linux-gnu-
# HINT: g++ -Q -O2 --help=optimizers
OPTIMIZER = -Os
CC = $(CROSS)gcc
CXX = $(CROSS)g++
SIZE = size -d
RM = rm -f
SRC_DIRS = .
INCLUDE = -I ../../include
SRCS = $(wildcard $(addsuffix /*.cpp, $(SRC_DIRS)))
OBJS = $(SRCS:.cpp=.o)
DEPENDS = $(OBJS:.o=.d)
EXE = $(SRCS:.cpp=)
#------------------------------------------------------------------------------
# flags
#
FLAGS += $(INCLUDE)
FLAGS += -MMD
CXXFLAGS = $(FLAGS)
CXXFLAGS += $(OPTIMIZER)
CXXFLAGS += -std=c++11
CXXFLAGS += -fno-exceptions
CXXFLAGS += -fno-rtti
CXXFLAGS += -Wall -Wextra
CXXFLAGS += -Wctor-dtor-privacy
CXXFLAGS += -Wcast-align -Wpointer-arith -Wredundant-decls
CXXFLAGS += -Wshadow -Wcast-qual -Wcast-align -pedantic
# Produce debugging information (for use with gdb)
#OPTIMIZER = -Og
#FLAGS += -g
# Use LLVM
#CXX = $(CROSS)clang++
#CXXFLAGS += -stdlib=libc++
#LDFLAGS += -lc++
.PHONY: all clean
all: $(EXE)
%: %.cpp
$(CXX) $(CXXFLAGS) -o $@ $<
$(SIZE) $@
clean:
$(RM) *.d
$(RM) $(EXE)
-include $(DEPENDS)
@@ -0,0 +1,122 @@
#include <tinyfsm.hpp>
#include <iostream>
#include <cassert>
struct Off; // forward declaration
// ----------------------------------------------------------------------------
// Event Declarations
//
struct Toggle : tinyfsm::Event { }; // Event Declarations
// ----------------------------------------------------------------------------
// State Machine Declaration
//
struct Switch
: tinyfsm::Fsm<Switch>
{
static void reset(void);
// NOTE: on reset: "tinyfsm::StateList<Off, On>::reset()", copy
// constructor is used by default, so "this" points to neither
// "Off" nor "On" (see operator=() below).
Switch() : counter(0) {
std::cout << "* Switch()" << std::endl
<< " this = " << this << std::endl;
}
~Switch() {
std::cout << "* ~Switch()" << std::endl
<< " this = " << this << std::endl;
}
Switch & operator=(const Switch & other) {
std::cout << "* operator=()" << std::endl
<< " this = " << this << std::endl
<< " other = " << &other << std::endl;
counter = other.counter;
return *this;
}
virtual void react(Toggle const &) { };
void entry(void);
void exit(void);
int counter;
};
struct On : Switch {
void react(Toggle const &) override { transit<Off>(); };
};
struct Off : Switch {
void react(Toggle const &) override { transit<On>(); };
};
FSM_INITIAL_STATE(Switch, Off)
// ----------------------------------------------------------------------------
// State Machine Definitions
//
void Switch::reset() {
tinyfsm::StateList<Off, On>::reset();
}
void Switch::entry() {
counter++;
// debugging only. properly designed state machines don't need this:
if(is_in_state<On>()) { std::cout << "* On::entry()" << std::endl; }
else if(is_in_state<Off>()) { std::cout << "* Off::entry()" << std::endl; }
else assert(true);
assert(current_state_ptr == this);
std::cout << " this (cur) = " << this << std::endl
<< " state<On> = " << &state<On>() << std::endl
<< " state<Off> = " << &state<Off>() << std::endl;
}
void Switch::exit() {
assert(current_state_ptr == this);
std::cout << "* exit()" << std::endl
<< " this (cur) = " << this << std::endl
<< " state<On> = " << &state<On>() << std::endl
<< " state<Off> = " << &state<Off>() << std::endl;
}
// ----------------------------------------------------------------------------
// Main
//
int main()
{
Switch::start();
while(1)
{
char c;
std::cout << "* main()" << std::endl
<< " cur_counter = " << Switch::current_state_ptr->counter << std::endl
<< " on_counter = " << Switch::state<On>().counter << std::endl
<< " off_counter = " << Switch::state<Off>().counter << std::endl;
std::cout << std::endl << "t=Toggle, r=Restart, q=Quit ? ";
std::cin >> c;
switch(c) {
case 't':
Switch::dispatch(Toggle());
break;
case 'r':
Switch::reset();
Switch::start();
break;
case 'q':
return 0;
default:
std::cout << "> Invalid input" << std::endl;
};
}
}
@@ -0,0 +1,70 @@
#include <tinyfsm.hpp>
#include <iostream>
// ----------------------------------------------------------------------------
// 1. Event Declarations
//
struct Toggle : tinyfsm::Event { };
// ----------------------------------------------------------------------------
// 2. State Machine Base Class Declaration
//
struct Switch : tinyfsm::MealyMachine<Switch>
{
/* pure virtual reaction (override required in all states) */
virtual void react(Toggle const &) = 0;
/* transition actions */
static void OpenCircuit() {
std::cout << "* Opening ciruit (light goes OFF)" << std::endl;
}
static void CloseCircuit() {
std::cout << "* Closing ciruit (light goes ON)" << std::endl;
}
};
// ----------------------------------------------------------------------------
// 3. State Declarations
//
struct Off; // forward declaration
struct On : Switch
{
void react(Toggle const &) override { transit<Off>(OpenCircuit); };
};
struct Off : Switch
{
void react(Toggle const &) override { transit<On>(CloseCircuit); };
};
FSM_INITIAL_STATE(Switch, Off)
// ----------------------------------------------------------------------------
// Main
//
int main()
{
Switch::start();
std::cout << "> You are facing a light switch..." << std::endl;
while(1)
{
char c;
std::cout << std::endl << "t=Toggle, q=Quit ? ";
std::cin >> c;
switch(c) {
case 't':
std::cout << "> Toggling switch..." << std::endl;
Switch::dispatch(Toggle());
break;
case 'q':
return 0;
default:
std::cout << "> Invalid input" << std::endl;
};
}
}
@@ -0,0 +1,64 @@
#include <tinyfsm.hpp>
#include <iostream>
// ----------------------------------------------------------------------------
// 1. Event Declarations
//
struct Toggle : tinyfsm::Event { };
// ----------------------------------------------------------------------------
// 2. State Machine Base Class Declaration
//
struct Switch : tinyfsm::MooreMachine<Switch>
{
/* pure virtual reaction (override required in all states) */
virtual void react(Toggle const &) = 0;
};
// ----------------------------------------------------------------------------
// 3. State Declarations
//
struct Off; // forward declaration
struct On : Switch
{
void entry() override { std::cout << "* Closing ciruit (light goes ON)" << std::endl; };
void react(Toggle const &) override { transit<Off>(); };
};
struct Off : Switch
{
void entry() override { std::cout << "* Opening ciruit (light goes OFF)" << std::endl; };
void react(Toggle const &) override { transit<On>(); };
};
FSM_INITIAL_STATE(Switch, Off)
// ----------------------------------------------------------------------------
// Main
//
int main()
{
Switch::start();
std::cout << "> You are facing a light switch..." << std::endl;
while(1)
{
char c;
std::cout << std::endl << "t=Toggle, q=Quit ? ";
std::cin >> c;
switch(c) {
case 't':
std::cout << "> Toggling switch..." << std::endl;
Switch::dispatch(Toggle());
break;
case 'q':
return 0;
default:
std::cout << "> Invalid input" << std::endl;
};
}
}
@@ -0,0 +1,145 @@
//
// In this example, we want to use the DefectiveSwitch FSM multiple
// times. As TinyFSM is all about templates, we need to declare it as
// a template class.
//
// This is a bit cumbersome, as the C++ syntax is really ugly when it
// comes to derived template classes.
//
#include <tinyfsm.hpp>
#include <iostream>
#include <stdlib.h> /* rand */
template<int inum>
class Off; // forward declaration
static void DumpState(int inum, const char * state, int on_counter, int defect_level) {
std::cout << "* Switch[" << inum << "] is " << state << " (on_counter=" << on_counter << ", defect_level=" << defect_level << ")" << std::endl;
}
// ----------------------------------------------------------------------------
// 1. Event Declarations
//
struct Toggle : tinyfsm::Event { };
// ----------------------------------------------------------------------------
// 2. State Machine Base Class Declaration
//
template<int inum>
class DefectiveSwitch
: public tinyfsm::Fsm< DefectiveSwitch<inum> >
{
public:
static constexpr unsigned int defect_level = (inum * 2);
static void reset(void) {
on_counter = 0;
}
/* default reaction for unhandled events */
void react(tinyfsm::Event const &) { };
virtual void react(Toggle const &) { };
virtual void entry(void) { }; /* entry actions in some states */
void exit(void) { }; /* no exit actions */
protected:
static unsigned int on_counter;
};
// state variable definitions
template<int inum>
unsigned int DefectiveSwitch<inum>::on_counter{0};
// ----------------------------------------------------------------------------
// 3. State Declarations
//
template<int inum>
class On
: public DefectiveSwitch<inum>
{
// note: base class is not known in dependend template
using base = DefectiveSwitch<inum>;
void entry() override {
base::on_counter++;
DumpState(inum, "ON ", base::on_counter, base::defect_level);
};
void react(Toggle const &) override {
base::template transit< Off<inum> >();
};
};
template<int inum>
class Off
: public DefectiveSwitch<inum>
{
using base = DefectiveSwitch<inum>;
void entry() override {
DumpState(inum, "OFF", base::on_counter, base::defect_level);
};
void react(Toggle const &) override {
if((rand() % (base::defect_level + 1)) == 0)
base::template transit< On<inum> >();
else {
std::cout << "* Kzzz kzzzzzz" << std::endl;
base::template transit< Off<inum> >();
}
};
};
FSM_INITIAL_STATE(DefectiveSwitch<0>, Off<0> )
FSM_INITIAL_STATE(DefectiveSwitch<1>, Off<1> )
FSM_INITIAL_STATE(DefectiveSwitch<2>, Off<2> )
// ----------------------------------------------------------------------------
// 4. State Machine List Declaration
//
using fsm_handle = tinyfsm::FsmList<
DefectiveSwitch<0>,
DefectiveSwitch<1>,
DefectiveSwitch<2>
>;
template<int inum>
void ToggleSingle() {
std::cout << "> Toggling switch " << inum << "..." << std::endl;
DefectiveSwitch<inum>::dispatch(Toggle());
}
// ----------------------------------------------------------------------------
// Main
//
int main()
{
fsm_handle::start();
while(1)
{
char c;
std::cout << std::endl << "0,1,2=Toggle single, a=Toggle all, r=Restart, q=Quit ? ";
std::cin >> c;
switch(c) {
case '0': ToggleSingle<0>(); break;
case '1': ToggleSingle<1>(); break;
case '2': ToggleSingle<2>(); break;
case 'a':
std::cout << "> Toggling all switches..." << std::endl;
fsm_handle::dispatch(Toggle());
break;
case 'r':
fsm_handle::reset();
fsm_handle::start();
break;
case 'q':
return 0;
default:
std::cout << "> Invalid input" << std::endl;
};
}
}
@@ -0,0 +1,110 @@
#include <tinyfsm.hpp>
#include <iostream>
class Off; // forward declaration
// ----------------------------------------------------------------------------
// 1. Event Declarations
//
struct Toggle : tinyfsm::Event { };
// ----------------------------------------------------------------------------
// 2. State Machine Base Class Declaration
//
class Switch
: public tinyfsm::Fsm<Switch>
{
// entry(), exit() and react() are called from Fsm<Switch>::transit()
// in derived states, make friends:
friend class tinyfsm::Fsm<Switch>;
/* default reaction for unhandled events */
void react(tinyfsm::Event const &) { };
virtual void react(Toggle const &) { };
virtual void entry(void) { }; /* entry actions in some states */
void exit(void) { }; /* no exit actions */
public:
static void reset(void); /* implemented below */
};
// ----------------------------------------------------------------------------
// 3. State Declarations
//
class On
: public Switch
{
void entry() override { counter++; std::cout << "* Switch is ON, counter=" << counter << std::endl; };
void react(Toggle const &) override { transit<Off>(); };
int counter;
public:
On() : counter(0) { std::cout << "** RESET State=On" << std::endl; }
};
class Off
: public Switch
{
void entry() override { counter++; std::cout << "* Switch is OFF, counter=" << counter << std::endl; };
void react(Toggle const &) override { transit<On>(); };
int counter;
public:
Off() : counter(0) { std::cout << "** RESET State=Off" << std::endl; }
};
void Switch::reset() {
std::cout << "** RESET Switch" << std::endl;
// Reset all states (calls constructor on all states in list)
tinyfsm::StateList<Off, On>::reset();
// Alternatively, make counter public above and reset the values
// here instead of using a copy-constructor with StateList<>:
//state<On>().counter = 0;
//state<Off>().counter = 0;
}
FSM_INITIAL_STATE(Switch, Off)
// ----------------------------------------------------------------------------
// 4. State Machine List Declaration (dispatches events to multiple FSM's)
//
// In this example, we only have a single state machine, no need to use FsmList<>:
//using fsm_handle = tinyfsm::FsmList< Switch >;
using fsm_handle = Switch;
// ----------------------------------------------------------------------------
// Main
//
int main()
{
fsm_handle::start();
while(1)
{
char c;
std::cout << std::endl << "t=Toggle, r=Restart, q=Quit ? ";
std::cin >> c;
switch(c) {
case 't':
std::cout << "> Toggling switch..." << std::endl;
fsm_handle::dispatch(Toggle());
break;
case 'r':
fsm_handle::reset();
fsm_handle::start();
break;
case 'q':
return 0;
default:
std::cout << "> Invalid input" << std::endl;
};
}
}
@@ -0,0 +1,85 @@
#include <tinyfsm.hpp>
#include <iostream>
struct Off; // forward declaration
// ----------------------------------------------------------------------------
// 1. Event Declarations
//
struct Toggle : tinyfsm::Event { };
// ----------------------------------------------------------------------------
// 2. State Machine Base Class Declaration
//
struct Switch : tinyfsm::Fsm<Switch>
{
virtual void react(Toggle const &) { };
// alternative: enforce handling of Toggle in all states (pure virtual)
//virtual void react(Toggle const &) = 0;
virtual void entry(void) { }; /* entry actions in some states */
void exit(void) { }; /* no exit actions */
// alternative: enforce entry actions in all states (pure virtual)
//virtual void entry(void) = 0;
};
// ----------------------------------------------------------------------------
// 3. State Declarations
//
struct On : Switch
{
void entry() override { std::cout << "* Switch is ON" << std::endl; };
void react(Toggle const &) override { transit<Off>(); };
};
struct Off : Switch
{
void entry() override { std::cout << "* Switch is OFF" << std::endl; };
void react(Toggle const &) override { transit<On>(); };
};
FSM_INITIAL_STATE(Switch, Off)
// ----------------------------------------------------------------------------
// 4. State Machine List Declaration (dispatches events to multiple FSM's)
//
// In this example, we only have a single state machine, no need to use FsmList<>:
//using fsm_handle = tinyfsm::FsmList< Switch >;
using fsm_handle = Switch;
// ----------------------------------------------------------------------------
// Main
//
int main()
{
// instantiate events
Toggle toggle;
fsm_handle::start();
while(1)
{
char c;
std::cout << std::endl << "t=Toggle, q=Quit ? ";
std::cin >> c;
switch(c) {
case 't':
std::cout << "> Toggling switch..." << std::endl;
fsm_handle::dispatch(toggle);
// alternative: instantiating causes no overhead (empty declaration)
//fsm_handle::dispatch(Toggle());
break;
case 'q':
return 0;
default:
std::cout << "> Invalid input" << std::endl;
};
}
}