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author | Erlang/OTP <[email protected]> | 2009-11-20 14:54:40 +0000 |
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committer | Erlang/OTP <[email protected]> | 2009-11-20 14:54:40 +0000 |
commit | 84adefa331c4159d432d22840663c38f155cd4c1 (patch) | |
tree | bff9a9c66adda4df2106dfd0e5c053ab182a12bd /system/doc/design_principles/fsm.xml | |
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The R13B03 release.OTP_R13B03
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-rw-r--r-- | system/doc/design_principles/fsm.xml | 313 |
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diff --git a/system/doc/design_principles/fsm.xml b/system/doc/design_principles/fsm.xml new file mode 100644 index 0000000000..7cdd62057b --- /dev/null +++ b/system/doc/design_principles/fsm.xml @@ -0,0 +1,313 @@ +<?xml version="1.0" encoding="latin1" ?> +<!DOCTYPE chapter SYSTEM "chapter.dtd"> + +<chapter> + <header> + <copyright> + <year>1997</year><year>2009</year> + <holder>Ericsson AB. All Rights Reserved.</holder> + </copyright> + <legalnotice> + The contents of this file are subject to the Erlang Public License, + Version 1.1, (the "License"); you may not use this file except in + compliance with the License. You should have received a copy of the + Erlang Public License along with this software. If not, it can be + retrieved online at http://www.erlang.org/. + + Software distributed under the License is distributed on an "AS IS" + basis, WITHOUT WARRANTY OF ANY KIND, either express or implied. See + the License for the specific language governing rights and limitations + under the License. + + </legalnotice> + + <title>Gen_Fsm Behaviour</title> + <prepared></prepared> + <docno></docno> + <date></date> + <rev></rev> + <file>fsm.xml</file> + </header> + <p>This chapter should be read in conjunction with <c>gen_fsm(3)</c>, + where all interface functions and callback functions are described + in detail.</p> + + <section> + <title>Finite State Machines</title> + <p>A finite state machine, FSM, can be described as a set of + relations of the form:</p> + <pre> +State(S) x Event(E) -> Actions(A), State(S')</pre> + <p>These relations are interpreted as meaning:</p> + <quote> + <p>If we are in state <c>S</c> and the event <c>E</c> occurs, we + should perform the actions <c>A</c> and make a transition to + the state <c>S'</c>.</p> + </quote> + <p>For an FSM implemented using the <c>gen_fsm</c> behaviour, + the state transition rules are written as a number of Erlang + functions which conform to the following convention:</p> + <pre> +StateName(Event, StateData) -> + .. code for actions here ... + {next_state, StateName', StateData'}</pre> + </section> + + <section> + <title>Example</title> + <p>A door with a code lock could be viewed as an FSM. Initially, + the door is locked. Anytime someone presses a button, this + generates an event. Depending on what buttons have been pressed + before, the sequence so far may be correct, incomplete or wrong.</p> + <p>If it is correct, the door is unlocked for 30 seconds (30000 ms). + If it is incomplete, we wait for another button to be pressed. If + it is is wrong, we start all over, waiting for a new button + sequence.</p> + <p>Implementing the code lock FSM using <c>gen_fsm</c> results in + this callback module:</p> + <marker id="ex"></marker> + <code type="none"><![CDATA[ +-module(code_lock). +-behaviour(gen_fsm). + +-export([start_link/1]). +-export([button/1]). +-export([init/1, locked/2, open/2]). + +start_link(Code) -> + gen_fsm:start_link({local, code_lock}, code_lock, Code, []). + +button(Digit) -> + gen_fsm:send_event(code_lock, {button, Digit}). + +init(Code) -> + {ok, locked, {[], Code}}. + +locked({button, Digit}, {SoFar, Code}) -> + case [Digit|SoFar] of + Code -> + do_unlock(), + {next_state, open, {[], Code}, 3000}; + Incomplete when length(Incomplete)<length(Code) -> + {next_state, locked, {Incomplete, Code}}; + _Wrong -> + {next_state, locked, {[], Code}} + end. + +open(timeout, State) -> + do_lock(), + {next_state, locked, State}.]]></code> + <p>The code is explained in the next sections.</p> + </section> + + <section> + <title>Starting a Gen_Fsm</title> + <p>In the example in the previous section, the gen_fsm is started by + calling <c>code_lock:start_link(Code)</c>:</p> + <code type="none"> +start_link(Code) -> + gen_fsm:start_link({local, code_lock}, code_lock, Code, []).</code> + <p><c>start_link</c> calls the function <c>gen_fsm:start_link/4</c>. + This function spawns and links to a new process, a gen_fsm.</p> + <list type="bulleted"> + <item> + <p>The first argument <c>{local, code_lock}</c> specifies + the name. In this case, the gen_fsm will be locally registered + as <c>code_lock</c>.</p> + <p>If the name is omitted, the gen_fsm is not registered. + Instead its pid must be used. The name could also be given as + <c>{global, Name}</c>, in which case the gen_fsm is registered + using <c>global:register_name/2</c>.</p> + </item> + <item> + <p>The second argument, <c>code_lock</c>, is the name of + the callback module, that is the module where the callback + functions are located.</p> + <p>In this case, the interface functions (<c>start_link</c> and + <c>button</c>) are located in the same module as the callback + functions (<c>init</c>, <c>locked</c> and <c>open</c>). This + is normally good programming practice, to have the code + corresponding to one process contained in one module.</p> + </item> + <item> + <p>The third argument, <c>Code</c>, is a term which is passed + as-is to the callback function <c>init</c>. Here, <c>init</c> + gets the correct code for the lock as indata.</p> + </item> + <item> + <p>The fourth argument, [], is a list of options. See + <c>gen_fsm(3)</c> for available options.</p> + </item> + </list> + <p>If name registration succeeds, the new gen_fsm process calls + the callback function <c>code_lock:init(Code)</c>. This function + is expected to return <c>{ok, StateName, StateData}</c>, where + <c>StateName</c> is the name of the initial state of the gen_fsm. + In this case <c>locked</c>, assuming the door is locked to begin + with. <c>StateData</c> is the internal state of the gen_fsm. (For + gen_fsms, the internal state is often referred to 'state data' to + distinguish it from the state as in states of a state machine.) + In this case, the state data is the button sequence so far (empty + to begin with) and the correct code of the lock.</p> + <code type="none"> +init(Code) -> + {ok, locked, {[], Code}}.</code> + <p>Note that <c>gen_fsm:start_link</c> is synchronous. It does not + return until the gen_fsm has been initialized and is ready to + receive notifications.</p> + <p><c>gen_fsm:start_link</c> must be used if the gen_fsm is part of + a supervision tree, i.e. is started by a supervisor. There is + another function <c>gen_fsm:start</c> to start a stand-alone + gen_fsm, i.e. a gen_fsm which is not part of a supervision tree.</p> + </section> + + <section> + <title>Notifying About Events</title> + <p>The function notifying the code lock about a button event is + implemented using <c>gen_fsm:send_event/2</c>:</p> + <code type="none"> +button(Digit) -> + gen_fsm:send_event(code_lock, {button, Digit}).</code> + <p><c>code_lock</c> is the name of the gen_fsm and must agree with + the name used to start it. <c>{button, Digit}</c> is the actual + event.</p> + <p>The event is made into a message and sent to the gen_fsm. When + the event is received, the gen_fsm calls + <c>StateName(Event, StateData)</c> which is expected to return a + tuple <c>{next_state, StateName1, StateData1}</c>. + <c>StateName</c> is the name of the current state and + <c>StateName1</c> is the name of the next state to go to. + <c>StateData1</c> is a new value for the state data of + the gen_fsm.</p> + <code type="none"><![CDATA[ +locked({button, Digit}, {SoFar, Code}) -> + case [Digit|SoFar] of + Code -> + do_unlock(), + {next_state, open, {[], Code}, 30000}; + Incomplete when length(Incomplete)<length(Code) -> + {next_state, locked, {Incomplete, Code}}; + _Wrong -> + {next_state, locked, {[], Code}}; + end. + +open(timeout, State) -> + do_lock(), + {next_state, locked, State}.]]></code> + <p>If the door is locked and a button is pressed, the complete + button sequence so far is compared with the correct code for + the lock and, depending on the result, the door is either unlocked + and the gen_fsm goes to state <c>open</c>, or the door remains in + state <c>locked</c>.</p> + </section> + + <section> + <title>Timeouts</title> + <p>When a correct code has been givened, the door is unlocked and + the following tuple is returned from <c>locked/2</c>:</p> + <code type="none"> +{next_state, open, {[], Code}, 30000};</code> + <p>30000 is a timeout value in milliseconds. After 30000 ms, i.e. + 30 seconds, a timeout occurs. Then <c>StateName(timeout, StateData)</c> is called. In this case, the timeout occurs when + the door has been in state <c>open</c> for 30 seconds. After that + the door is locked again:</p> + <code type="none"> +open(timeout, State) -> + do_lock(), + {next_state, locked, State}.</code> + </section> + + <section> + <title>All State Events</title> + <p>Sometimes an event can arrive at any state of the gen_fsm. + Instead of sending the message with <c>gen_fsm:send_event/2</c> + and writing one clause handling the event for each state function, + the message can be sent with <c>gen_fsm:send_all_state_event/2</c> + and handled with <c>Module:handle_event/3</c>:</p> + <code type="none"> +-module(code_lock). +... +-export([stop/0]). +... + +stop() -> + gen_fsm:send_all_state_event(code_lock, stop). + +... + +handle_event(stop, _StateName, StateData) -> + {stop, normal, StateData}.</code> + </section> + + <section> + <title>Stopping</title> + + <section> + <title>In a Supervision Tree</title> + <p>If the gen_fsm is part of a supervision tree, no stop function + is needed. The gen_fsm will automatically be terminated by its + supervisor. Exactly how this is done is defined by a + <seealso marker="sup_princ#shutdown">shutdown strategy</seealso> + set in the supervisor.</p> + <p>If it is necessary to clean up before termination, the shutdown + strategy must be a timeout value and the gen_fsm must be set to + trap exit signals in the <c>init</c> function. When ordered + to shutdown, the gen_fsm will then call the callback function + <c>terminate(shutdown, StateName, StateData)</c>:</p> + <code type="none"> +init(Args) -> + ..., + process_flag(trap_exit, true), + ..., + {ok, StateName, StateData}. + +... + +terminate(shutdown, StateName, StateData) -> + ..code for cleaning up here.. + ok.</code> + </section> + + <section> + <title>Stand-Alone Gen_Fsms</title> + <p>If the gen_fsm is not part of a supervision tree, a stop + function may be useful, for example:</p> + <code type="none"> +... +-export([stop/0]). +... + +stop() -> + gen_fsm:send_all_state_event(code_lock, stop). +... + +handle_event(stop, _StateName, StateData) -> + {stop, normal, StateData}. + +... + +terminate(normal, _StateName, _StateData) -> + ok.</code> + <p>The callback function handling the <c>stop</c> event returns a + tuple <c>{stop,normal,StateData1}</c>, where <c>normal</c> + specifies that it is a normal termination and <c>StateData1</c> + is a new value for the state data of the gen_fsm. This will + cause the gen_fsm to call + <c>terminate(normal,StateName,StateData1)</c> and then + terminate gracefully:</p> + </section> + </section> + + <section> + <title>Handling Other Messages</title> + <p>If the gen_fsm should be able to receive other messages than + events, the callback function <c>handle_info(Info, StateName, StateData)</c> must be implemented to handle them. Examples of + other messages are exit messages, if the gen_fsm is linked to + other processes (than the supervisor) and trapping exit signals.</p> + <code type="none"> +handle_info({'EXIT', Pid, Reason}, StateName, StateData) -> + ..code to handle exits here.. + {next_state, StateName1, StateData1}.</code> + </section> +</chapter> + |