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// TODO: add Timeout mechanism
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//
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// * "Machine" is the root state
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// * the event queue size is specified in the machine declaration
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// * the root state is a state just like any other, nothing special
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// * the root state is named TOPSTATE
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// * A state may contain other states
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// * A state may contain Default, Entry, Idle, Exit, Transition, Action, and Terminate
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// * A single Default is allowed per state
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// * There may only be one transition per event
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// * Multiple actions are allowed per event
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// * Multiple Entry, Idle, and Exit function calls are allowed
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// * Terminate() causes all states to exit, including the root state
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// * Multiple machines may exist per single input file
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// * nested states must be represented hierarchically in input file via {} pairs
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// * all keywords are case insensitive
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// * keywords are reserved and CANNOT be used for identifiers
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// * only C++ style comments are supported
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// * C/C++ style source formatting suggested
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// * whitespace is completely ignored
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// * no empty machines
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// * no empty states
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// * symbols longer than 256 characters are truncated
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//
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// comment
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Machine(name,16) // Machine is a special alias to State
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{
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// this is required in the main state
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Default(FirstState);
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//Default(seconddefault);
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// this is optional in the main state
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Entry(mainentry);
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Entry(mainentry2);
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Entry(mainentry3);
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Idle(blah);
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Exit(mainexit);
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sTaTe(FirstState)
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{
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ENTRY(blah);
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idle(blah);
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Exit(blah);
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Transition(Event2,SecondState);
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//Transition(Event2,xSecondState);
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Action(Event,xAction);
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State(SubState){Idle(blah);State(SubSubState){Idle(ssblah);State(SubSubSubState){Idle(sssblah);}}}
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//State(SubState){Idle(blah);State(SubSubState){Idle(ssblah);State(SubSubSubState){Idle(sssblah);}}}
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Terminate(reallyLongSymbolreallyLongSymbolreallyLongSymbolreallyLongSymbolreallyLongSymbolreallyLongSymbolreallyLongSymbolreallyLongSymbolreallyLongSymbolreallyLongSymbolreallyLongSymbolreallyLongSymbolreallyLongSymbolreallyLongSymbolreallyLongSymbolreallyLongSymbolreallyLongSymbolreallyLongSymbolreallyLongSymbolreallyLongSymbolreallyLongSymbolreallyLongSymbolreallyLongSymbolreallyLongSymbolreallyLongSymbolreallyLongSymbolreallyLongSymbolreallyLongSymbolreallyLongSymbolreallyLongSymbolreallyLongSymbolreallyLongSymbolreallyLongSymbolreallyLongSymbolreallyLongSymbolreallyLongSymbolreallyLongSymbolreallyLongSymbolreallyLongSymbolreallyLongSymbolreallyLongSymbolreallyLongSymbolreallyLongSymbolXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX);
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}
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State(SecondState)
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{
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Idle ( blah ) //
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;
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Transition(Event1,FirstState);
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//Transition(sldfkj,blkjsdlfkja);
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}
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State(xSecondState)
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{
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Idle(blah);
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}
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State(SomeEndState)
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{
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Entry(blah);
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Exit(blah);
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Terminate(someevent);
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Action(0.23,something);
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//Terminate(someevent);
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}
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Transition(1,FirstState);
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Action(0.99, asldkfj);
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Action(0.99, asldkfj1);
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Action(0.99, asldkfj2);
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//Transition(0., xSecondState);
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//Action(0.00001,alsdjf);
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}
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Machine(othermach,1)
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{
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Entry(blbla);
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}
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