@////////////////////////////////////////////////////////////////////////////// @// su4sml --- an SML repository for managing (Secure)UML/OCL models @// http://projects.brucker.ch/su4sml/ @// @// C#_SM.tpl --- @// This file is part of su4sml. @// @// Copyright (c) 2005-2007, ETH Zurich, Switzerland @// @// All rights reserved. @// @// Redistribution and use in source and binary forms, with or without @// modification, are permitted provided that the following conditions are @// met: @// @// * Redistributions of source code must retain the above copyright @// notice, this list of conditions and the following disclaimer. @// @// * Redistributions in binary form must reproduce the above @// copyright notice, this list of conditions and the following @// disclaimer in the documentation and/or other materials provided @// with the distribution. @// @// * Neither the name of the copyright holders nor the names of its @// contributors may be used to endorse or promote products derived @// from this software without specific prior written permission. @// @// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS @// "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT @// LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR @// A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT @// OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, @// SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT @// LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, @// DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY @// THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT @// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE @// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. @/////////////////////////////////////////////////////////////////////////////// @// $Id$ @openfile generated/csharp/StateMachine_$classifier_package$.cs // generated by su4sml GCG - Generic Code Generator @foreach classifier_list @if hasAG @nl @nl using System; @nl using System.Collections; @nl @nl namespace $classifier_package$ @nl { //State Class @nl @tab public class State @nl @tab { @nl @tab@tab public string name; @nl @tab@tab public Hashtable transitions; //this is indexed by the event IDs. @nl @nl @tab@tab public State(string n) @nl @tab@tab { @nl @tab@tab@tab transitions = new Hashtable(); @nl @tab@tab@tab name = n; @nl @tab@tab } @nl @tab } @nl @nl @nl @tab public delegate bool EventF(); @nl @tab public delegate bool Guard(); @nl @tab public delegate bool Effect(); // Transition Class @nl @tab public class Transition @nl @tab { @nl @tab@tab public State target; @nl @tab@tab public Guard[] guards; @nl @tab@tab public Effect[] effects; @nl @nl @tab@tab public Transition(State t, Guard[] ga, Effect[] e) @nl @tab@tab { @nl @tab@tab@tab target = t; @nl @tab@tab@tab guards = ga; @nl @tab@tab@tab effects = e; @nl @tab@tab } @nl @tab } @nl // State machine class @nl @tab public class StateMachine @nl @tab { @nl @tab@tab public enum EVENTS @nl @tab@tab { @nl @tab@tab@tab ALWAYS = -1, @foreach event_list @nl @tab@tab@tab $event_name$, @end @nl @tab@tab@tab NUM_EV @nl @tab@tab }; @nl @tab@tab public State CUR_STATE; @nl @nl @tab@tab State START; @foreach state_list @nl @tab@tab State $state_ident$; @end @nl @tab@tab State END; @nl @nl @nl @tab@tab private void init_states() @nl @tab@tab { @nl @tab@tab@tab START = new State("Initial"); @foreach state_list @nl @tab@tab@tab $state_ident$ = new State("$state_ident$"); @end @nl @tab@tab@tab END = new State("Final"); @nl @tab@tab } @nl @nl @tab@tab public StateMachine() @nl @tab@tab { @nl @tab@tab init_states(); @foreach state_list @foreach events_of_state @nl @nl @tab@tab $state_ident$.transitions.Add(EVENTS.$cur_event_id$,new Transition[]{ @foreach transition_list @nl @tab@tab@tab@tab new Transition($transition_target$, @nl @tab@tab@tab@tab@tab new Guard[]{ @foreach guard_of_trans_list new Guard($guard_ident$) @if isLastGuard } @//closing guard array @else , @//between guards @end @end , @//comma between guards and Effects @nl @tab@tab@tab@tab@tab new Effect[] { @foreach effect_list new Effect($effect_ident$), @end }) @if isLastTrans }); @//endof transition array @else , @//separate transitions @end @end @end @//endof events_of_state @nl @nl @end @//endof state_list @nl @tab@tab CUR_STATE = START = $real_init$; @nl @tab@tab END = $final_state_name$; @nl @tab@tab } @nl @nl @tab@tab //these three guards always exist @nl @tab@tab public bool alwaysG(){return true;} @nl @tab@tab public bool elseG(){return true;} @nl @tab@tab public bool noneR(){return true;} @nl @nl @nl @tab@tab private bool checkState(EVENTS E_ID) @nl @tab@tab { @nl @tab@tab@tab return (CUR_STATE.transitions.ContainsKey(E_ID)); @nl @tab@tab } @nl @nl @foreach event_list @nl @tab@tab public void $trigger_name$() @nl @tab@tab { @nl @tab@tab@tab EVENTS E_ID = EVENTS.$event_name$; @nl @tab@tab@tab if(checkState(E_ID)) { @nl @tab@tab@tab@tab Console.WriteLine("Checkstate ok...\n"); @nl @tab@tab@tab@tab Transition[] trans = (Transition[]) CUR_STATE.transitions[E_ID]; @nl @tab@tab@tab@tab foreach(Transition t in trans){ @nl @tab@tab@tab@tab@tab foreach(Guard g in t.guards){ @nl @tab@tab@tab@tab@tab@tab if(g()){ @nl @tab@tab@tab@tab@tab@tab@tab Console.WriteLine("Guard \"{0}\" in $event_name$ succeeded...\n",g.Method.ToString()); @//@nl @tab@tab@tab@tab@tab@tab@tab CUR_STATE = t.target; @//@nl @tab@tab@tab@tab@tab@tab@tab return; @nl @tab@tab@tab@tab@tab@tab } else { @nl @tab@tab@tab@tab@tab@tab@tab Console.WriteLine("Guard \"{0}\" in $event_name$ didn't hold...\n",g.Method.ToString()); @nl @tab@tab@tab@tab@tab@tab@tab break; @nl @tab@tab@tab@tab@tab@tab } @nl @tab@tab@tab@tab@tab@tab //if we arrived here, all guards did hold --> @nl @tab@tab@tab@tab@tab@tab CUR_STATE = t.target; @nl @tab@tab@tab@tab@tab@tab //fire all effects @nl @tab@tab@tab@tab@tab foreach(Effect e in t.effects) { @nl @tab@tab@tab@tab@tab@tab e.eval(); @nl @tab@tab@tab@tab@tab } @nl @tab@tab@tab@tab@tab@tab //go back @nl @tab@tab@tab@tab@tab@tab return; @nl @tab@tab@tab@tab@tab } @nl @tab@tab@tab@tab } @nl @tab@tab@tab } else { Console.WriteLine("Current state \"{0}\" does not accept Event \"{1}\"", CUR_STATE.name,E_ID.ToString()); } @nl @tab@tab } @nl @end @nl @tab@tab private void auto() { @nl @tab@tab@tab if(checkState(EVENTS.AUTO)){ @nl @tab@tab@tab@tab Transitions[] trans = (Transition[]) CUR_STATE.transitions[EVENTS.AUTO]; @nl @tab@tab@tab@tab foreach(Transition t in trans) { @nl @tab@tab@tab@tab@tab foreach(Guard g in t.guards) { @nl @tab@tab@tab@tab@tab if(!g()) { @nl @tab@tab@tab@tab@tab@tab break; // break out of the iteration over the guards @nl @tab@tab@tab@tab@tab } @nl @tab@tab@tab@tab@tab CUR_STATE = t.target; @nl @tab@tab@tab@tab@tab } @nl @tab@tab@tab@tab foreach(Effect e in t.effects) { @nl @tab@tab@tab@tab@tab e.eval(); @nl @tab@tab@tab@tab } @nl @tab@tab@tab@tab return; @nl @tab@tab@tab } @nl @tab@tab } @nl @tab@tab else { @nl @tab@tab@tab return; @nl @tab@tab } @nl @tab } @nl @tab@tab } @//endof state machine @nl} // End @end @end