
Andreas Huber <ahd6974-spamgroupstrap@yahoo.com> writes:
David Abrahams <dave <at> boost-consulting.com> writes:
"Andreas Huber" <ahd6974-spamgroupstrap <at> yahoo.com> writes:
David Abrahams wrote:
"Andreas Huber" <ahd6974-spamgroupstrap <at> yahoo.com> writes:
You very often encounter the situation that you need a variable that is only used in a part of a state machine (i.e. only one state or a few states need access to it). IMO, it is good design to confine the lifetime of such a variable so that it will not even exist when the machine does not happen to reside in the states that need access to the variable. Even for a very tiny state machine like the StopWatch in my tutorial it made sense to limit the lifetime of one variable. See http://tinyurl.com/5q9hk (State-local storage) for details.
But as I pointed out and -- you seem to agree -- that variable must often persist through several states to which it applies.
Yes, often.
In that case, if you want the lifetime to change based on those states, you can't store the variable in the state object.
Not in an innermost state, no. But you can simply store the variable in an outer state that contains all the states that need to access the variable.
Can't we call that thing "the state's associated data object?"
You mean the variable?
No, I mean the thing you're calling "the state." It's really the collection of data that is live when the machine is in a particular state. The machine's state does _not_ correspond to the identity of that object. Maybe it corresponds to that object's type.
Calling it "the state" gives me the willies.
Huh? I don't see where I have called the variable a state, so my assumption above must be wrong. I guess you lost me...
Let me know if you're still confused.
More often than not the outer state already exists for other reasons (e.g. reactions that all inner states have in common). E.g. in the StopWatch example, the Active state not only exists so that it can store the elapsedTime_ member but also because there is a self-transition that can be triggered when the machine is in either the Stopped or Running states.
Sorry, details please? Where is this example?
http://tinyurl.com/5q9hk (State-local storage)
So, it's a shorthand for writing the same transition to stop out of all of its substates.
Do you agree with Mr. Nasonov that outer states should be implemented as base classes of inner states?
Not as a general rule, no. However, sometimes it can be a valuable way of implementing FSMs but this of course limits the value of variables in states, see below.
Because I don't see how the data lifetime issues work out if you do that. Transitioning from INNER1 to INNER2 still causes all the data members of OUTER to be destroyed, because the INNER1/2 instances have distinct OUTER sub-objects.
I guess you could copy the relevant portion of the old state object by the means of giving each inner state a templated constructor (untested):
Copying data doesn't extend its lifetime; it makes a copy. It may be important not to destroy the original. Furthermore, the original may not be copyable. <snip>
Anyway, your observation is correct: Without the workaround above, there is no difference in lifetime no matter whether you store your variable in an innermost state or any of its direct or indirect outer states. It gets destructed with each transition. However, such variables would still be useful for in-state reactions.
BTW, this lifetime issue is the primary reason why in boost::fsm an inner state does not derive from its direct outer state.
I see. -- Dave Abrahams Boost Consulting www.boost-consulting.com