/* * Copyright (c) 2002, 2003, Oracle and/or its affiliates. All rights reserved. * DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS FILE HEADER. * * This code is free software; you can redistribute it and/or modify it * under the terms of the GNU General Public License version 2 only, as * published by the Free Software Foundation. Oracle designates this * particular file as subject to the "Classpath" exception as provided * by Oracle in the LICENSE file that accompanied this code. * * This code is distributed in the hope that it will be useful, but WITHOUT * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or * FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License * version 2 for more details (a copy is included in the LICENSE file that * accompanied this code). * * You should have received a copy of the GNU General Public License version * 2 along with this work; if not, write to the Free Software Foundation, * Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA. * * Please contact Oracle, 500 Oracle Parkway, Redwood Shores, CA 94065 USA * or visit www.oracle.com if you need additional information or have any * questions. */ package com.sun.corba.se.spi.orbutil.fsm; /** * A StateEngine defines the state transition function for a * finite state machine (FSM). A FSM always has a current state. * In response to an Input, the FSM performs an Action and * makes a transition to a new state. Note that any object can * be used as an input if it supports the Input interface. * For example, a protocol message may be an input. The FSM * uses only the result of calling getLabel on the Input to * drive the transition. * <p> * The function can be non-deterministic * in that the same input may cause transitions to different new * states from the current state. In this case, the action that * is executed for the transition must set the correct new state. * * @author Ken Cavanaugh */ public interface StateEngine { /** Add a new transition (old,in,guard,act,new) to the state engine. * Multiple calls to add with the same old and in are permitted, * in which case only a transition in which the guard evaluates to * true will be taken. If no such transition is enabled, a default * will be taken. If more than one transition is enabled, one will * be chosen arbitrarily. * This method can only be called before done(). An attempt to * call it after done() results in an IllegalStateException. */ public StateEngine add( State oldState, Input input, Guard guard, Action action, State newState ) throws IllegalStateException ; /** Add a transition with a guard that always evaluates to true. */ public StateEngine add( State oldState, Input input, Action action, State newState ) throws IllegalStateException ; /** Set the default transition and action for a state. * This transition will be used if no more specific transition was * defined for the actual input. Repeated calls to this method * simply change the default. * This method can only be called before done(). An attempt to * call it after done() results in an IllegalStateException. */ public StateEngine setDefault( State oldState, Action action, State newState ) throws IllegalStateException ; /** Equivalent to setDefault( oldState, act, newState ) where act is an * action that does nothing. */ public StateEngine setDefault( State oldState, State newState ) throws IllegalStateException ; /** Euaivalent to setDefault( oldState, oldState ) */ public StateEngine setDefault( State oldState ) throws IllegalStateException ; /** Set the default action used in this state engine. This is the * action that is called whenever there is no applicable transition. * Normally this would simply flag an error. This method can only * be called before done(). An attempt to * call it after done() results in an IllegalStateException. */ public void setDefaultAction( Action act ) throws IllegalStateException ; /** Called after all transitions have been added to the state engine. * This provides an opportunity for the implementation to optimize * its representation before the state engine is used. This method * may only be called once. An attempt to call it more than once * results in an IllegalStateException. */ public void done() throws IllegalStateException ; /** Create an instance of a FSM that uses this state engine. * The initial state of the FSM will be the stateState specified * here. This method can only be called after done(). An attempt * to call it before done results in an IllegalStateException. */ public FSM makeFSM( State startState ) throws IllegalStateException ; } // end of StateEngine.java