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-<?xml version="1.0" encoding="utf-8" ?>
-<!DOCTYPE chapter SYSTEM "chapter.dtd">
-
-<chapter>
- <header>
- <copyright>
- <year>1997</year><year>2016</year>
- <holder>Ericsson AB. All Rights Reserved.</holder>
- </copyright>
- <legalnotice>
- Licensed under the Apache License, Version 2.0 (the "License");
- you may not use this file except in compliance with the License.
- You may obtain a copy of the License at
-
- http://www.apache.org/licenses/LICENSE-2.0
-
- Unless required by applicable law or agreed to in writing, software
- distributed under the License is distributed on an "AS IS" BASIS,
- WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
- See the License for the specific language governing permissions and
- limitations under the License.
-
- </legalnotice>
-
- <title>gen_fsm Behaviour</title>
- <prepared></prepared>
- <docno></docno>
- <date></date>
- <rev></rev>
- <file>fsm.xml</file>
- </header>
- <marker id="gen_fsm behaviour"></marker>
- <note>
- <p>
- There is a new behaviour
- <seealso marker="statem"><c>gen_statem</c></seealso>
- that is intended to replace <c>gen_fsm</c> for new code.
- It has the same features and add some really useful.
- This module will not be removed for the foreseeable future
- to keep old state machine implementations running.
- </p>
- </note>
- <p>This section is to be read with the <c>gen_fsm(3)</c> manual page
- in STDLIB, 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 event <c>E</c> occurs, we
- are to perform actions <c>A</c> and make a transition to
- 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 can 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 can be correct, incomplete, or wrong.</p>
- <p>If it is correct, the door is unlocked for 30 seconds (30,000 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
- the following 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, lists:reverse(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}, 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>The code is explained in the next sections.</p>
- </section>
-
- <section>
- <title>Starting gen_fsm</title>
- <p>In the example in the previous section, the <c>gen_fsm</c> 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, lists:reverse(Code), []).
- </code>
- <p><c>start_link</c> calls the function <c>gen_fsm:start_link/4</c>,
- which spawns and links to a new process, a <c>gen_fsm</c>.</p>
- <list type="bulleted">
- <item>
- <p>The first argument, <c>{local, code_lock}</c>, specifies
- the name. In this case, the <c>gen_fsm</c> is locally
- registered as <c>code_lock</c>.</p>
- <p>If the name is omitted, the <c>gen_fsm</c> is not registered.
- Instead its pid must be used. The name can also be given
- as <c>{global, Name}</c>, in which case the <c>gen_fsm</c> 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>The interface functions (<c>start_link</c> and <c>button</c>)
- are then 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 list of digits that
- which is passed reversed 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, <c>[]</c>, is a list of options. See
- the <c>gen_fsm(3)</c> manual page for available options.</p>
- </item>
- </list>
- <p>If name registration succeeds, the new <c>gen_fsm</c> 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
- <c>gen_fsm</c>. In this case <c>locked</c>, assuming the door is
- locked to begin with. <c>StateData</c> is the internal state of
- the <c>gen_fsm</c>. (For <c>gen_fsm</c>, 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><c>gen_fsm:start_link</c> is synchronous. It does not return until
- the <c>gen_fsm</c> has been initialized and is ready to
- receive notifications.</p>
- <p><c>gen_fsm:start_link</c> must be used if the <c>gen_fsm</c> is
- part of a supervision tree, that is, started by a supervisor. There
- is another function, <c>gen_fsm:start</c>, to start a standalone
- <c>gen_fsm</c>, that is, a <c>gen_fsm</c> that 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 <c>gen_fsm</c> 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 <c>gen_fsm</c>.
- When the event is received, the <c>gen_fsm</c> 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 <c>gen_fsm</c>.</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 <c>gen_fsm</c> goes to state <c>open</c>, or the door
- remains in state <c>locked</c>.</p>
- </section>
-
- <section>
- <title>Time-Outs</title>
- <p>When a correct code has been given, 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>30,000 is a time-out value in milliseconds. After this time,
- that is, 30 seconds, a time-out occurs. Then,
- <c>StateName(timeout, StateData)</c> is called. The time-out
- then 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 <c>gen_fsm</c>.
- 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 <c>gen_fsm</c> is part of a supervision tree, no stop
- function is needed. The <c>gen_fsm</c> is automatically
- 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 time-out value and the <c>gen_fsm</c> must be
- set to trap exit signals in the <c>init</c> function. When ordered
- to shutdown, the <c>gen_fsm</c> then calls 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>Standalone gen_fsm</title>
- <p>If the <c>gen_fsm</c> is not part of a supervision tree, a stop
- function can 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 <c>gen_fsm</c>. This
- causes the <c>gen_fsm</c> to call
- <c>terminate(normal,StateName,StateData1)</c> and then
- it terminates gracefully:</p>
- </section>
- </section>
-
- <section>
- <title>Handling Other Messages</title>
- <p>If the <c>gen_fsm</c> is to 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 <c>gen_fsm</c> 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>
- <p>The code_change method must also be implemented.</p>
- <code type="none">
-code_change(OldVsn, StateName, StateData, Extra) ->
- ..code to convert state (and more) during code change
- {ok, NextStateName, NewStateData}</code>
- </section>
-</chapter>
-