Class Runner


  • public class Runner
    extends java.lang.Object
    This is the main class that represents an instance of a state machine using a state engine. It may be used as a base class, in which case the guards and actions have access to the derived class.
    • Field Summary

      Fields 
      Modifier and Type Field Description
      private FSM current  
      private boolean debug  
    • Constructor Summary

      Constructors 
      Constructor Description
      Runner​(FSM fsm)
      Create a new Runner with fsm on top of the stack.
      Runner​(FSM fsm, boolean debug)  
    • Method Summary

      All Methods Instance Methods Concrete Methods 
      Modifier and Type Method Description
      void doIt​(Input in)
      Perform the transition for the given input in the current state.
      boolean done()
      Return true if the stack is empty, which means that the runner is finished.
      FSM peek()
      Return the top fsm on the stack.
      FSM pop()  
      void push​(FSM fsm)
      Push a new fsm onto the stack.
      • Methods inherited from class java.lang.Object

        clone, equals, finalize, getClass, hashCode, notify, notifyAll, toString, wait, wait, wait
    • Field Detail

      • debug

        private boolean debug
      • current

        private FSM current
    • Constructor Detail

      • Runner

        public Runner​(FSM fsm)
        Create a new Runner with fsm on top of the stack.
      • Runner

        public Runner​(FSM fsm,
                      boolean debug)
    • Method Detail

      • peek

        public FSM peek()
        Return the top fsm on the stack.
      • push

        public void push​(FSM fsm)
        Push a new fsm onto the stack.
      • pop

        public FSM pop()
      • done

        public boolean done()
        Return true if the stack is empty, which means that the runner is finished.
      • doIt

        public void doIt​(Input in)
        Perform the transition for the given input in the current state. This proceeds as follows:

        Let S be the current state of the FSM. If there are guarded actions for S with input in, evaluate their guards successively until all have been evaluted, or one returns a non-DISABLED Result.

        1. If a DEFERED result is returned, retry the input
        2. If a ENABLED result is returned, the action for the guarded action is the current action
        3. Otherwise there is no enabled action. If S has a default action and next state, use them; otherwise use the state engine default action (the next state is always the current state).
        After the action is available, the transition proceeds as follows:
        1. If the next state is not the current state, execute the current state postAction method.
        2. Execute the action.
        3. If the next state is not the current state, execute the next state preAction method.
        4. Set the current state to the next state.