This indicates that the very simple one-state, no-transition, machine is 104 bytes, and takes 48 bytes even to serialized. The front::state_machine_def, however, is only 1 byte, though I suspect thet real state is stored only in the 104-byte back::state_machine.
Even the SimpleTutorial.cpp example, when I adapt it to print the size, shows 128 bytes.
Theoretically, all this information take no more than a few bits to store, and one byte is generous. What's the internal representation of a state machine and how can I optimize the size of the representation? This matters for my use case because I have many small objects for which I want to maintain state, that are only ~20 bytes each. I thought perhaps I could mitigate this size problem by storing the serialized bytes but even the serialized bytes are many.
I'm using boost 1.51 and gcc 4.7.2 on 64-bit Linux.
#include <iostream>
#include <strstream>
#include <boost/archive/text_oarchive.hpp>
#include <boost/msm/back/state_machine.hpp>
#include <boost/msm/front/functor_row.hpp>
#include <boost/msm/front/state_machine_def.hpp>
using namespace std;
namespace mpl = boost::mpl;
namespace msm = boost::msm;
using namespace msm::front;
struct Event {
};
struct state_ : public msm::front::state_machine_def<state_> {
struct State1 : public msm::front::state<> {
// optional entry/exit methods
template <class Event,class FSM>
void on_entry(Event const&, FSM& f) { std::cout << "entering: State1" << std::endl; }
template <class Event,class FSM>
void on_exit(Event const&,FSM& ) { std::cout << "leaving: State1" << std::endl; }
};
typedef State1 initial_state;
struct transition_table : mpl::vector<
> {};
};
typedef msm::back::state_machine<state_> State;
int main() {
State state;
state.start();
cout << sizeof(state) << endl;
ostrstream os;
{
boost::archive::text_oarchive oa(os);
oa << state;
}
cout << os.pcount() << endl;
return 0;
}