Package org.glassfish.pfl.basic.fsm
Interface FSM
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FSMImpl
public interface FSM
An FSM is used to represent an instance of a finite state machine which has a transition function represented by an instance of StateEngine. An instance of an FSM may be created either by calling StateEngine.makeFSM( startState ) on a state engine, or by extending FSMImpl and using a constructor. Using FSMImpl as a base class is convenient if additional state is associated with the FSM beyond that encoded by the current state. This is especially convenient if an action needs some additional information. For example, counters are best handled by special actions rather than encoding a bounded counter in a state machine. It is also possible to create a class that implements the FSM interface by delegating to an FSM instance created by StateEngine.makeFSM.
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Method Summary
All Methods Instance Methods Abstract Methods Modifier and Type Method Description FSM
getParent()
Get the parent state machine.State
getState()
Get the current state of this FSM.StateEngine
getStateEngine()
Return the state engine used to create this FSM.void
setParent(FSM fsm)
Set the parent state machine.void
setState(State state)
Set the current state of this FSM.
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Method Detail
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getStateEngine
StateEngine getStateEngine()
Return the state engine used to create this FSM.
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getParent
FSM getParent()
Get the parent state machine.
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setParent
void setParent(FSM fsm)
Set the parent state machine.
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setState
void setState(State state)
Set the current state of this FSM. May not be called inside a transition action, or from a State method. Only here for use by the StateEngine.
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getState
State getState()
Get the current state of this FSM.
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