Add tinyfsm, start converting core functions to an FSM-based event loop
This commit is contained in:
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# Compiler prefix, in case your default compiler does not implement all C++11 features:
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#CROSS = /opt/toolchain/x86_64-pc-linux-gnu-gcc-4.7.0/bin/x86_64-pc-linux-gnu-
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PROJECT = elevator
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# HINT: g++ -Q -O2 --help=optimizers
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OPTIMIZER = -Os
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CC = $(CROSS)gcc
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CXX = $(CROSS)g++
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AS = $(CROSS)gcc -x assembler-with-cpp
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LD = $(CROSS)g++
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OBJCOPY = $(CROSS)objcopy
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OBJDUMP = $(CROSS)objdump
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SIZE = size -d
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RM = rm -f
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RM_R = rm -rf
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CP = cp
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MKDIR_P = mkdir -p
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DOXYGEN = doxygen
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SRC_DIRS = .
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INCLUDE = -I ../../include
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SRCS = $(wildcard $(addsuffix /*.cpp, $(SRC_DIRS)))
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OBJS = $(SRCS:.cpp=.o)
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DEPENDS = $(OBJS:.o=.d)
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EXE = $(PROJECT)
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MAP = $(PROJECT).map
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#------------------------------------------------------------------------------
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# flags
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#
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# commmon flags propagated to CFLAGS, CXXFLAGS, ASFLAGS (not LDFLAGS)
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FLAGS += $(INCLUDE)
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FLAGS += -MMD
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CXXFLAGS = $(FLAGS)
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CXXFLAGS += $(OPTIMIZER)
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CXXFLAGS += -std=c++11
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CXXFLAGS += -fno-exceptions
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CXXFLAGS += -fno-rtti
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CXXFLAGS += -Wall -Wextra
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CXXFLAGS += -Wctor-dtor-privacy
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CXXFLAGS += -Wcast-align -Wpointer-arith -Wredundant-decls
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CXXFLAGS += -Wshadow -Wcast-qual -Wcast-align -pedantic
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LDFLAGS += -fno-exceptions
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LDFLAGS += -fno-rtti
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# Produce debugging information (for use with gdb)
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#OPTIMIZER = -Og
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#FLAGS += -g
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# Use LLVM
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#CXX = $(CROSS)clang++
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#CXXFLAGS += -stdlib=libc++
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#LDFLAGS += -lc++
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# Enable link-time optimizer
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#CXXFLAGS += -flto
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#LDFLAGS += -flto
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# Strip dead code (enable garbage collection)
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#OPTIMIZER += -ffunction-sections -fdata-sections
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#LDFLAGS += -Wl,$(if $(shell ld -v | grep GNU),--gc-sections,-dead_strip)
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# Enable automatic template instantiation at link time
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#CXXFLAGS += -frepo
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#LDFLAGS += -frepo
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# Create link map file
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#LDFLAGS += -Wl,-Map="$(MAP)",--cref
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.PHONY: all clean
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all: $(EXE)
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$(EXE): $(OBJS)
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$(LD) $(OBJS) $(LDFLAGS) -o $(EXE)
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$(SIZE) $@
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%.o: %.cpp
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$(CXX) -c $(CXXFLAGS) -o $@ $<
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clean:
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$(RM) *.o
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$(RM) *.d
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$(RM) $(EXE)
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-include $(DEPENDS)
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@@ -0,0 +1,86 @@
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Elevator Project
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================
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Example implementation of a simplified elevator logic, using [TinyFSM].
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[TinyFSM]: https://digint.ch/tinyfsm/
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Overview
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--------
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Imagine a elevator having:
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- "Call" button on each floor,
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- "Floor Sensor" on each floor, triggering an event as soon as the
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elevator arrives there,
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- "Alarm" button.
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Implementation
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--------------
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The elevator example implements two state machines interacting with
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each other:
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1. Elevator
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- State: Idle
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- State: Moving
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- State: Panic
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2. Motor
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- State: Stopped
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- State: Up
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- State: Down
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A good state machine design avoids circular dependencies at all
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cost: While the elevator sends events to the motor, the motor NEVER
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sends events to the elevator (top-down only).
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FAQ
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---
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Did you notice the motor starting twice? This is by design, let's
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have a look at the call stack of fsm_list::start() in main.cpp:
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FsmList<Motor, Elevator>::start()
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Motor::set_initial_state()
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Motor::current_state = Stopped
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Elevator::set_initial_state()
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Elevator::current_state = Idle
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Motor::enter()
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Motor:Stopped->entry()
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cout << "Motor: stopped" <-- HERE
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Motor::direction = 0
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Elevator::enter()
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Elevator:Idle->entry()
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send_event(MotorStop)
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Motor::react(MotorStop)
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Motor:Stopped->transit<Stopped>
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Motor:Stopped->exit()
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Motor::current_state = Stopped
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Motor:Stopped->entry()
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cout << "Motor: stopped" <-- HERE
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Motor::direction = 0
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Elevator::react(MotorStop)
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If we really had to work around this, we could either:
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1. Change the initialization (bad design practice!) in main.cpp:
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- fsm_list::start();
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+ fsm_list::set_initial_state();
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+ Elevator::enter();
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2. Modify the Motor:Stopped->entry() function in motor.cpp:
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class Stopped : public Motor {
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void entry() override {
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+ if(direction == 0)
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+ return;
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cout << "Motor: stopped" << endl;
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direction = 0;
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};
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@@ -0,0 +1,115 @@
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#include <tinyfsm.hpp>
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#include "elevator.hpp"
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#include "fsmlist.hpp"
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#include <iostream>
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class Idle; // forward declaration
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// ----------------------------------------------------------------------------
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// Transition functions
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//
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static void CallMaintenance() {
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std::cout << "*** calling maintenance ***" << std::endl;
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}
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static void CallFirefighters() {
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std::cout << "*** calling firefighters ***" << std::endl;
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}
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// ----------------------------------------------------------------------------
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// State: Panic
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//
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class Panic
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: public Elevator
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{
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void entry() override {
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send_event(MotorStop());
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}
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};
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// ----------------------------------------------------------------------------
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// State: Moving
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//
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class Moving
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: public Elevator
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{
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void react(FloorSensor const & e) override {
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int floor_expected = current_floor + Motor::getDirection();
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if(floor_expected != e.floor)
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{
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std::cout << "Floor sensor defect (expected " << floor_expected << ", got " << e.floor << ")" << std::endl;
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transit<Panic>(CallMaintenance);
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}
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else
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{
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std::cout << "Reached floor " << e.floor << std::endl;
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current_floor = e.floor;
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if(e.floor == dest_floor)
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transit<Idle>();
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}
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};
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};
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// ----------------------------------------------------------------------------
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// State: Idle
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//
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class Idle
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: public Elevator
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{
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void entry() override {
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send_event(MotorStop());
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}
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void react(Call const & e) override {
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dest_floor = e.floor;
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if(dest_floor == current_floor)
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return;
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/* lambda function used for transition action */
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auto action = [] {
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if(dest_floor > current_floor)
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send_event(MotorUp());
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else if(dest_floor < current_floor)
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send_event(MotorDown());
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};
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transit<Moving>(action);
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};
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};
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// ----------------------------------------------------------------------------
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// Base state: default implementations
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//
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void Elevator::react(Call const &) {
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std::cout << "Call event ignored" << std::endl;
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}
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void Elevator::react(FloorSensor const &) {
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std::cout << "FloorSensor event ignored" << std::endl;
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}
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void Elevator::react(Alarm const &) {
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transit<Panic>(CallFirefighters);
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}
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int Elevator::current_floor = Elevator::initial_floor;
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int Elevator::dest_floor = Elevator::initial_floor;
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// ----------------------------------------------------------------------------
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// Initial state definition
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//
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FSM_INITIAL_STATE(Elevator, Idle)
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@@ -0,0 +1,55 @@
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#ifndef ELEVATOR_HPP_INCLUDED
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#define ELEVATOR_HPP_INCLUDED
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#include <tinyfsm.hpp>
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// ----------------------------------------------------------------------------
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// Event declarations
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//
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struct FloorEvent : tinyfsm::Event
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{
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int floor;
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};
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struct Call : FloorEvent { };
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struct FloorSensor : FloorEvent { };
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struct Alarm : tinyfsm::Event { };
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// ----------------------------------------------------------------------------
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// Elevator (FSM base class) declaration
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//
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class Elevator
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: public tinyfsm::Fsm<Elevator>
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{
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/* NOTE: react(), entry() and exit() functions need to be accessible
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* from tinyfsm::Fsm class. You might as well declare friendship to
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* tinyfsm::Fsm, and make these functions private:
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*
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* friend class Fsm;
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*/
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public:
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/* default reaction for unhandled events */
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void react(tinyfsm::Event const &) { };
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virtual void react(Call const &);
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virtual void react(FloorSensor const &);
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void react(Alarm const &);
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virtual void entry(void) { }; /* entry actions in some states */
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void exit(void) { }; /* no exit actions at all */
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protected:
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static constexpr int initial_floor = 0;
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static int current_floor;
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static int dest_floor;
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};
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#endif
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@@ -0,0 +1,19 @@
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#ifndef FSMLIST_HPP_INCLUDED
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#define FSMLIST_HPP_INCLUDED
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#include <tinyfsm.hpp>
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#include "elevator.hpp"
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#include "motor.hpp"
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using fsm_list = tinyfsm::FsmList<Motor, Elevator>;
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/** dispatch event to both "Motor" and "Elevator" */
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template<typename E>
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void send_event(E const & event)
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{
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fsm_list::template dispatch<E>(event);
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}
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#endif
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@@ -0,0 +1,40 @@
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#include "fsmlist.hpp"
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#include <iostream>
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int main()
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{
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fsm_list::start();
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Call call;
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FloorSensor sensor;
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while(1)
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{
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char c;
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std::cout << "c=Call, f=FloorSensor, a=Alarm, q=Quit ? ";
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std::cin >> c;
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switch(c) {
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case 'c':
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std::cout << "Floor ? ";
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std::cin >> call.floor;
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send_event(call);
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break;
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case 'f':
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std::cout << "Floor ? ";
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std::cin >> sensor.floor;
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send_event(sensor);
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break;
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case 'a':
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send_event(Alarm());
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break;
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case 'q':
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std::cout << "Thanks for playing!" << std::endl;
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return 0;
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default:
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std::cout << "Invalid input" << std::endl;
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};
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}
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}
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@@ -0,0 +1,60 @@
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#include <tinyfsm.hpp>
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#include "motor.hpp"
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#include <iostream>
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// ----------------------------------------------------------------------------
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// Motor states
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//
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class Stopped
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: public Motor
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{
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void entry() override {
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std::cout << "Motor: stopped" << std::endl;
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direction = 0;
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};
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};
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class Up
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: public Motor
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{
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void entry() override {
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std::cout << "Motor: moving up" << std::endl;
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direction = 1;
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};
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};
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class Down
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: public Motor
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{
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void entry() override {
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std::cout << "Motor: moving down" << std::endl;
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direction = -1;
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};
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};
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// ----------------------------------------------------------------------------
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// Base State: default implementations
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//
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void Motor::react(MotorStop const &) {
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transit<Stopped>();
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}
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void Motor::react(MotorUp const &) {
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transit<Up>();
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}
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void Motor::react(MotorDown const &) {
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transit<Down>();
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}
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int Motor::direction{0};
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// ----------------------------------------------------------------------------
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// Initial state definition
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//
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FSM_INITIAL_STATE(Motor, Stopped)
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@@ -0,0 +1,50 @@
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#ifndef MOTOR_HPP_INCLUDED
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#define MOTOR_HPP_INCLUDED
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#include <tinyfsm.hpp>
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// ----------------------------------------------------------------------------
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// Event declarations
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//
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struct MotorUp : tinyfsm::Event { };
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struct MotorDown : tinyfsm::Event { };
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struct MotorStop : tinyfsm::Event { };
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// ----------------------------------------------------------------------------
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// Motor (FSM base class) declaration
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//
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class Motor
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: public tinyfsm::Fsm<Motor>
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{
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/* NOTE: react(), entry() and exit() functions need to be accessible
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* from tinyfsm::Fsm class. You might as well declare friendship to
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* tinyfsm::Fsm, and make these functions private:
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*
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* friend class Fsm;
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*/
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public:
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/* default reaction for unhandled events */
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void react(tinyfsm::Event const &) { };
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/* non-virtual declaration: reactions are the same for all states */
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void react(MotorUp const &);
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void react(MotorDown const &);
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void react(MotorStop const &);
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virtual void entry(void) = 0; /* pure virtual: enforce implementation in all states */
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void exit(void) { }; /* no exit actions at all */
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protected:
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static int direction;
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public:
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static int getDirection() { return direction; }
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};
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#endif
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