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2010-09-30 15:17:54 -07:00

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