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Visual Modeling of Complex Reactive Systems with Harel UML StateCharts

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8 Sep 2009LGPL310 min read 43.6K   692   35  
This article presents a commercial-grade cross-platform Harel UML StateChart Open-Source application framework named StateWizard for concurrent, distributed, and real-time reactive system development with simplicity, efficiency, and scalability.

#include "sme.h"

#include "Player.h"

#include "SingleState.h"

#include "EventId.h"
#include <stdio.h>
#include "sme_cross_platform.h"
#include "sme_debug.h"

/*******************************************************************************
The followings could be defined in another file.
*/
/* Define composite state PowerUp */
#ifdef SME_CURR_DEFAULT_PARENT
#undef SME_CURR_DEFAULT_PARENT
#endif
#define SME_CURR_DEFAULT_PARENT PowerUp

SME_HANDLER_CLASS_DEF(CPlayer)

SME_BEGIN_COMP_STATE_DEF(SME_CURR_DEFAULT_PARENT, Player, PowerUpEntry, PowerUpExit)
SME_ON_INIT_STATE(OnPowerUpInitChild, Playing)
SME_ON_STATE_TIMEOUT_INTERNAL_TRAN(3000, PowerUpTimeOut)
SME_END_STATE_DEF

SME_BEGIN_LEAF_STATE_DEF_P(Playing, PlayingEntry, PlayingExit)
SME_ON_EVENT(EXT_EVENT_ID_PAUSE_RESUME,OnPlayingEXT_EVENT_ID_PAUSE_RESUME,Pause)
SME_ON_INTERNAL_TRAN_WITH_GUARD(SME_EVENT_TIMER,GuardTimer2_func,OnTimer2Proc) /* Regular timer event */
SME_ON_STATE_TIMEOUT(9000, PlayingTimeOut, Pause) /* Go to Pause state if 9 sec is timeout. */
SME_END_STATE_DEF

SME_BEGIN_LEAF_STATE_DEF_P(Pause, PauseEntry, PauseExit)
SME_ON_EVENT(EXT_EVENT_ID_PAUSE_RESUME,OnPauseEXT_EVENT_ID_PAUSE_RESUME,Playing)
SME_END_STATE_DEF

SME_END_COMP_STATE_DEF(PowerUp)
/****************************************************************
Player1&2, SingleState1&2, Timer1&2 run at threadcontext1
Player3&4, SingleState3&4, Timer3&4 run at threadcontext2
*/
extern CPlayer Player1; 
extern CSingleState SingleState1;
extern CPlayer Player2;
extern CSingleState SingleState2;

unsigned int m_Timer1=0;
unsigned int m_Timer2=0;
unsigned int m_Timer3=0;
unsigned int m_Timer4=0;

int CPlayer::OnPowerUpInitChild(SME_OBJ_T *pDestObj, SME_EVENT_T *pEvent)
{
	printf("OnPowerUpInitChild-Playing\n");
	return 0;
}

int CPlayer::PlayingTimeOut(SME_OBJ_T *pDestObj, SME_EVENT_T *pEvent)
{
	printf("Playing State timeout SeqNum=%d\n", pEvent->nSequenceNum);
	return 0;
}

int CPlayer::PowerUpTimeOut(SME_OBJ_T *pDestObj, SME_EVENT_T *pEvent)
{
	printf("PowerUp State timeout SeqNum=%d\n", pEvent->nSequenceNum);
	return 0;
}


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This article, along with any associated source code and files, is licensed under The GNU Lesser General Public License (LGPLv3)


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