diff options
Diffstat (limited to 'system')
-rw-r--r-- | system/doc/design_principles/Makefile | 12 | ||||
-rw-r--r-- | system/doc/design_principles/code_lock.dia | bin | 2945 -> 2605 bytes | |||
-rw-r--r-- | system/doc/design_principles/code_lock.png | bin | 59827 -> 0 bytes | |||
-rw-r--r-- | system/doc/design_principles/code_lock.svg | 132 | ||||
-rw-r--r-- | system/doc/design_principles/code_lock_2.dia | bin | 2956 -> 2854 bytes | |||
-rw-r--r-- | system/doc/design_principles/code_lock_2.png | bin | 55553 -> 0 bytes | |||
-rw-r--r-- | system/doc/design_principles/code_lock_2.svg | 140 | ||||
-rw-r--r-- | system/doc/design_principles/statem.xml | 1502 |
8 files changed, 1267 insertions, 519 deletions
diff --git a/system/doc/design_principles/Makefile b/system/doc/design_principles/Makefile index 611ab6da99..41d2d1208f 100644 --- a/system/doc/design_principles/Makefile +++ b/system/doc/design_principles/Makefile @@ -1,7 +1,7 @@ # # %CopyrightBegin% # -# Copyright Ericsson AB 1997-2016. All Rights Reserved. +# Copyright Ericsson AB 1997-2018. All Rights Reserved. # # Licensed under the Apache License, Version 2.0 (the "License"); # you may not use this file except in compliance with the License. @@ -60,11 +60,11 @@ GIF_FILES = \ sup5.gif \ sup6.gif -PNG_FILES = \ - code_lock.png \ - code_lock_2.png +SVG_FILES = \ + code_lock.svg \ + code_lock_2.svg -IMAGE_FILES = $(GIF_FILES) $(PNG_FILES) +IMAGE_FILES = $(GIF_FILES) $(SVG_FILES) XML_FILES = \ $(BOOK_FILES) $(XML_CHAPTER_FILES) \ @@ -93,7 +93,7 @@ _create_dirs := $(shell mkdir -p $(HTMLDIR)) $(HTMLDIR)/%.gif: %.gif $(INSTALL_DATA) $< $@ -$(HTMLDIR)/%.png: %.png +$(HTMLDIR)/%.svg: %.svg $(INSTALL_DATA) $< $@ docs: html diff --git a/system/doc/design_principles/code_lock.dia b/system/doc/design_principles/code_lock.dia Binary files differindex eaa2aca5b0..fe43d6da2c 100644 --- a/system/doc/design_principles/code_lock.dia +++ b/system/doc/design_principles/code_lock.dia diff --git a/system/doc/design_principles/code_lock.png b/system/doc/design_principles/code_lock.png Binary files differdeleted file mode 100644 index 40bd35fc74..0000000000 --- a/system/doc/design_principles/code_lock.png +++ /dev/null diff --git a/system/doc/design_principles/code_lock.svg b/system/doc/design_principles/code_lock.svg new file mode 100644 index 0000000000..223e121486 --- /dev/null +++ b/system/doc/design_principles/code_lock.svg @@ -0,0 +1,132 @@ +<?xml version="1.0" encoding="UTF-8" standalone="no"?> +<!DOCTYPE svg PUBLIC "-//W3C//DTD SVG 1.0//EN" "http://www.w3.org/TR/2001/PR-SVG-20010719/DTD/svg10.dtd"> +<svg width="41cm" height="52cm" viewBox="-2 -2 806 1023" xmlns="http://www.w3.org/2000/svg" xmlns:xlink="http://www.w3.org/1999/xlink"> + <polyline style="fill: none; fill-opacity:0; stroke-width: 2; stroke: #000000" points="492.782,860 600,860 600,900 "/> + <polyline style="fill: none; fill-opacity:0; stroke-width: 2; stroke: #000000" points="380,900 380,900 380,931.6 "/> + <polyline style="fill: none; fill-opacity:0; stroke-width: 2; stroke: #000000" points="640,560 640,580 640,580 640,600 "/> + <polyline style="fill: none; fill-opacity:0; stroke-width: 2; stroke: #000000" points="492.782,300 640,300 640,340 "/> + <g> + <path style="fill: #d5d5f7" d="M 289.774 260 L 470.226,260 C 492.782,276 500,284 500,300 C 500,316 492.782,324 470.226,340 L 289.774,340 C 267.218,324 260,316 260,300 C 260,284 267.218,276 289.774,260z"/> + <path style="fill: none; fill-opacity:0; stroke-width: 2; stroke: #000000" d="M 289.774 260 L 470.226,260 C 492.782,276 500,284 500,300 C 500,316 492.782,324 470.226,340 L 289.774,340 C 267.218,324 260,316 260,300 C 260,284 267.218,276 289.774,260"/> + <text font-size="27.0933" style="fill: #000000;text-anchor:middle;font-family:sans-serif;font-style:normal;font-weight:700" x="380" y="308.467"> + <tspan x="380" y="308.467">locked</tspan> + </text> + </g> + <g> + <path style="fill: #d5d5f7" d="M 289.774 820 L 470.226,820 C 492.782,836 500,844 500,860 C 500,876 492.782,884 470.226,900 L 289.774,900 C 267.218,884 260,876 260,860 C 260,844 267.218,836 289.774,820z"/> + <path style="fill: none; fill-opacity:0; stroke-width: 2; stroke: #000000" d="M 289.774 820 L 470.226,820 C 492.782,836 500,844 500,860 C 500,876 492.782,884 470.226,900 L 289.774,900 C 267.218,884 260,876 260,860 C 260,844 267.218,836 289.774,820"/> + <text font-size="27.0933" style="fill: #000000;text-anchor:middle;font-family:sans-serif;font-style:normal;font-weight:700" x="380" y="868.467"> + <tspan x="380" y="868.467">open</tspan> + </text> + </g> + <g> + <polygon style="fill: #aad7aa" points="520,340 760,340 736,360 760,380 520,380 "/> + <polygon style="fill: none; fill-opacity:0; stroke-width: 2; stroke: #000000" points="520,340 760,340 736,360 760,380 520,380 "/> + <text font-size="20.32" style="fill: #000000;text-anchor:start;font-family:sans-serif;font-style:italic;font-weight:normal" x="546" y="366.35"> + <tspan x="546" y="366.35">{button,Button}</tspan> + </text> + </g> + <g> + <polygon style="fill: #f3cccc" points="640,480 800,520 640,560 480,520 "/> + <polygon style="fill: none; fill-opacity:0; stroke-width: 2; stroke: #000000" points="640,480 800,520 640,560 480,520 "/> + <text font-size="20.32" style="fill: #000000;text-anchor:middle;font-family:sans-serif;font-style:normal;font-weight:normal" x="643.2" y="527.15"> + <tspan x="643.2" y="527.15">Correct Code?</tspan> + </text> + </g> + <g> + <polygon style="fill: #ffff8f" points="0,940 160,940 160,980 0,980 "/> + <polygon style="fill: none; fill-opacity:0; stroke-width: 2; stroke: #000000" points="0,940 160,940 160,980 0,980 "/> + <text font-size="20.32" style="fill: #000000;text-anchor:middle;font-family:sans-serif;font-style:normal;font-weight:normal" x="80" y="966.35"> + <tspan x="80" y="966.35">do_lock()</tspan> + </text> + </g> + <g> + <polygon style="fill: #aad7aa" points="280,931.6 480,931.6 460,960 480,988.4 280,988.4 "/> + <polygon style="fill: none; fill-opacity:0; stroke-width: 2; stroke: #000000" points="280,931.6 480,931.6 460,960 480,988.4 280,988.4 "/> + <text font-size="20.32" style="fill: #000000;text-anchor:middle;font-family:sans-serif;font-style:italic;font-weight:normal" x="380" y="966.35"> + <tspan x="380" y="966.35">state_timeout</tspan> + </text> + </g> + <g> + <ellipse style="fill: #d5d5f7" cx="380" cy="40" rx="40" ry="40"/> + <ellipse style="fill: none; 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fill-opacity:0; stroke-width: 2; stroke: #000000" points="600,940 600,980 760,980 760,780 389.736,780 "/> + <polygon style="fill: #000000" points="382.236,780 392.236,775 389.736,780 392.236,785 "/> + <polygon style="fill: none; fill-opacity:0; stroke-width: 2; stroke: #000000" points="382.236,780 392.236,775 389.736,780 392.236,785 "/> + </g> + <g> + <polygon style="fill: #ffff8f" points="260,120 501.438,120 501.438,180 260,180 "/> + <polygon style="fill: none; fill-opacity:0; stroke-width: 2; stroke: #000000" points="260,120 501.438,120 501.438,180 260,180 "/> + <text font-size="20.32" style="fill: #000000;text-anchor:start;font-family:sans-serif;font-style:normal;font-weight:normal" x="286.144" y="143.65"> + <tspan x="286.144" y="143.65">do_lock()</tspan> + <tspan x="286.144" y="169.05">Clear Buttons</tspan> + </text> + </g> + <g> + <polygon style="fill: #ffff8f" points="500,600 780,600 780,700 500,700 "/> + <polygon style="fill: none; fill-opacity:0; stroke-width: 2; stroke: #000000" points="500,600 780,600 780,700 500,700 "/> + <text font-size="20.32" style="fill: #000000;text-anchor:start;font-family:sans-serif;font-style:normal;font-weight:normal" x="530" y="630.95"> + <tspan x="530" y="630.95">do_unlock()</tspan> + <tspan x="530" y="656.35">Clear Buttons</tspan> + <tspan x="530" y="681.75">state_timeout 10 s</tspan> + </text> + </g> + <g> + <line style="fill: none; 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fill-opacity:0; stroke-width: 2; stroke: #000000" points="140,480 140,516 369,516 "/> + <polygon style="fill: #000000" points="369,521 379,516 369,511 "/> + <polygon style="fill: none; fill-opacity:0; stroke-width: 2; stroke: #000000" points="369,521 379,516 369,511 "/> + </g> +</svg> diff --git a/system/doc/design_principles/statem.xml b/system/doc/design_principles/statem.xml index 5be2981f62..80ee9c992f 100644 --- a/system/doc/design_principles/statem.xml +++ b/system/doc/design_principles/statem.xml @@ -36,16 +36,6 @@ manual page in STDLIB, where all interface functions and callback functions are described in detail. </p> - <note> - <p> - This is a new behavior in Erlang/OTP 19.0. - It has been thoroughly reviewed, is stable enough - to be used by at least two heavy OTP applications, and is here to stay. - Depending on user feedback, we do not expect - but can find it necessary to make minor - not backward compatible changes into Erlang/OTP 20.0. - </p> - </note> <!-- =================================================================== --> @@ -72,13 +62,14 @@ State(S) x Event(E) -> Actions(A), State(S')</pre> <p>These relations are interpreted as follows: 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>. Notice that <c>S'</c> can be equal to <c>S</c>. + state <c>S'</c>. Notice that <c>S'</c> can be equal to <c>S</c> + and that <c>A</c> can be empty. </p> <p> As <c>A</c> and <c>S'</c> depend only on <c>S</c> and <c>E</c>, the kind of state machine described - here is a Mealy Machine - (see, for example, the corresponding Wikipedia article). + here is a Mealy machine + (see, for example, the Wikipedia article "Mealy machine"). </p> <p> Like most <c>gen_</c> behaviors, <c>gen_statem</c> keeps @@ -88,7 +79,95 @@ State(S) x Event(E) -> Actions(A), State(S')</pre> or on the number of distinct input events, a state machine implemented with this behavior is in fact Turing complete. - But it feels mostly like an Event-Driven Mealy Machine. + But it feels mostly like an Event-Driven Mealy machine. + </p> + </section> + +<!-- =================================================================== --> + + <section> + <marker id="When to use gen_statem" /> + <title>When to use gen_statem</title> + <p> + If your process logic is convenient to describe as a state machine, + and you want any of these <c>gen_statem</c> key features: + </p> + <list type="bulleted"> + <item> + Co-located callback code for each state, + regardless of + <seealso marker="#Event Types">Event Type</seealso> + (such as <em>call</em>, <em>cast</em> and <em>info</em>) + </item> + <item> + <seealso marker="#Postponing Events"> + Postponing Events + </seealso> + (a substitute for selective receive) + </item> + <item> + <seealso marker="#Inserted Events"> + Inserted Events + </seealso> + that is: events from the state machine to itself + (in particular purely internal events) + </item> + <item> + <seealso marker="#State Enter Calls"> + State Enter Calls + </seealso> + (callback on state entry co-located with the rest + of each state's callback code) + </item> + <item> + Easy-to-use timeouts + (<seealso marker="#State Time-Outs">State Time-Outs</seealso>, + <seealso marker="#Event Time-Outs">Event Time-Outs</seealso> + and + <seealso marker="#Generic Time-Outs">Generic Time-outs</seealso> + (named time-outs)) + </item> + </list> + <p> + If so, or if possibly needed in future versions, + then you should consider using <c>gen_statem</c> over + <seealso marker="stdlib:gen_server"><c>gen_server</c></seealso>. + </p> + <p> + For simple state machines not needing these features + <seealso marker="stdlib:gen_server"><c>gen_server</c></seealso> + works just fine. + It also has got smaller call overhead, + but we are talking about something like 2 vs 3.3 microseconds + call roundtrip time here, so if the server callback + does just a little bit more than just replying, + or if the call is not extremely frequent, + that difference will be hard to notice. + </p> + </section> + +<!-- =================================================================== --> + + <section> + <marker id="Callback Module" /> + <title>Callback Module</title> + <p> + The callback module contains functions that implement + the state machine. + When an event occurs, + the <c>gen_statem</c> behaviour engine + calls a function in the callback module with the event, + current state and server data. + This function performs the actions for this event, + and returns the new state and server data + and also actions to be performed by the behaviour engine. + </p> + <p> + The behaviour engine holds the state machine state, + server data, timer references, a queue of posponed messages + and other metadata. It receives all process messages, + handles the system messages, and calls the callback module + with machine specific events. </p> </section> @@ -100,61 +179,72 @@ State(S) x Event(E) -> Actions(A), State(S')</pre> <p> The <c>gen_statem</c> behavior supports two callback modes: </p> - <list type="bulleted"> + <taglist> + <tag> + <seealso marker="stdlib:gen_statem#type-callback_mode"> + <c>state_functions</c> + </seealso> + </tag> <item> <p> - In mode - <seealso marker="stdlib:gen_statem#type-callback_mode"><c>state_functions</c></seealso>, - the state transition rules are written as some Erlang - functions, which conform to the following convention: - </p> - <pre> -StateName(EventType, EventContent, Data) -> - ... code for actions here ... - {next_state, NewStateName, NewData}. - </pre> - <p> - This form is used in most examples here for example in section - <seealso marker="#Example">Example</seealso>. + Events are handled by one callback function per state. </p> </item> + <tag> + <seealso marker="stdlib:gen_statem#type-callback_mode"> + <c>handle_event_function</c> + </seealso> + </tag> <item> <p> - In mode - <seealso marker="stdlib:gen_statem#type-callback_mode"><c>handle_event_function</c></seealso>, - only one Erlang function provides all state transition rules: - </p> - <pre> -handle_event(EventType, EventContent, State, Data) -> - ... code for actions here ... - {next_state, NewState, NewData} - </pre> - <p> - See section - <seealso marker="#One Event Handler">One Event Handler</seealso> - for an example. + Events are handled by one single callback function. </p> </item> - </list> + </taglist> <p> - Both these modes allow other return tuples; see - <seealso marker="stdlib:gen_statem#Module:StateName/3"><c>Module:StateName/3</c></seealso> - in the <c>gen_statem</c> manual page. - These other return tuples can, for example, stop the machine, - execute state transition actions on the machine engine itself, - and send replies. + The callback mode is selected at server start + and may be changed with a code upgrade/downgrade. + </p> + <p> + See the section + <seealso marker="#Event Handler">Event Handler</seealso> + that describes the event handling callback function(s). + </p> + <p> + The callback mode is selected by implementing + a mandatory callback function + <seealso marker="stdlib:gen_statem#Module:callback_mode/0"> + <c>Module:callback_mode()</c> + </seealso> + that returns one of the callback modes. + </p> + <p> + The + <seealso marker="stdlib:gen_statem#Module:callback_mode/0"> + <c>Module:callback_mode()</c> + </seealso> + function may also return a list containing the callback mode + and the atom <c>state_enter</c> in which case + <seealso marker="#State Enter Calls">State Enter Calls</seealso> + are activated for the callback mode. </p> <section> <marker id="Choosing the Callback Mode" /> <title>Choosing the Callback Mode</title> <p> + The short version: choose <c>state_functions</c> - + it is the one most like <c>gen_fsm</c>. + But if you do not want the restriction that the state + must be an atom, or if you do not want to write + one event handler function per state; please read on... + </p> + <p> The two - <seealso marker="#Callback Modes">callback modes</seealso> - give different possibilities - and restrictions, but one goal remains: - you want to handle all possible combinations of - events and states. + <seealso marker="#Callback Modes">Callback Modes</seealso> + give different possibilities and restrictions, + with one common goal: + to handle all possible combinations of events and states. </p> <p> This can be done, for example, by focusing on one state at the time @@ -167,7 +257,7 @@ handle_event(EventType, EventContent, State, Data) -> With <c>state_functions</c>, you are restricted to use atom-only states, and the <c>gen_statem</c> engine branches depending on state name for you. - This encourages the callback module to gather + This encourages the callback module to co-locate the implementation of all event actions particular to one state in the same place in the code, hence to focus on one state at the time. @@ -186,13 +276,17 @@ handle_event(EventType, EventContent, State, Data) -> This mode works equally well when you want to focus on one event at the time or on one state at the time, but function - <seealso marker="stdlib:gen_statem#Module:handle_event/4"><c>Module:handle_event/4</c></seealso> + <seealso marker="stdlib:gen_statem#Module:handle_event/4"> + <c>Module:handle_event/4</c> + </seealso> quickly grows too large to handle without branching to helper functions. </p> <p> The mode enables the use of non-atom states, for example, complex states or even hierarchical states. + See section + <seealso marker="#Complex State">Complex State</seealso>. If, for example, a state diagram is largely alike for the client side and the server side of a protocol, you can have a state <c>{StateName,server}</c> or @@ -208,43 +302,180 @@ handle_event(EventType, EventContent, State, Data) -> <!-- =================================================================== --> <section> - <marker id="State Enter Calls" /> - <title>State Enter Calls</title> + <marker id="Event Handler" /> + <title>Event Handler</title> <p> - The <c>gen_statem</c> behavior can regardless of callback mode - automatically - <seealso marker="stdlib:gen_statem#type-state_enter"> - call the state callback - </seealso> - with special arguments whenever the state changes - so you can write state entry actions - near the rest of the state transition rules. - It typically looks like this: + Which callback function that handles an event + depends on the callback mode: </p> - <pre> -StateName(enter, _OldState, Data) -> - ... code for state entry actions here ... - {keep_state, NewData}; -StateName(EventType, EventContent, Data) -> - ... code for actions here ... - {next_state, NewStateName, NewData}.</pre> + <taglist> + <tag><c>state_functions</c></tag> + <item> + The event is handled by:<br /> + <seealso marker="stdlib:gen_statem#Module:StateName/3"> + <c>Module:StateName(EventType, EventContent, Data)</c> + </seealso> + <p> + This form is the one mostly used in the + <seealso marker="#Example">Example</seealso> + section. + </p> + </item> + <tag><c>handle_event_function</c></tag> + <item> + The event is handled by:<br /> + <seealso marker="stdlib:gen_statem#Module:handle_event/4"> + <c>Module:handle_event(EventType, EventContent, State, Data)</c> + </seealso> + <p> + See section + <seealso marker="#One Event Handler">One Event Handler</seealso> + for an example. + </p> + </item> + </taglist> <p> - Depending on how your state machine is specified, - this can be a very useful feature, - but it forces you to handle the state enter calls in all states. - See also the - <seealso marker="#State Entry Actions"> - State Entry Actions + The state is either the name of the function itself or an argument to it. + The other arguments are the <c>EventType</c> described in section + <seealso marker="#Event Types">Event Types</seealso>, + the event dependent <c>EventContent</c>, and the current server <c>Data</c>. + </p> + <p> + State enter calls are also handled by the event handler and have + slightly different arguments. See the section + <seealso marker="#State Enter Calls">State Enter Calls</seealso>. + </p> + <p> + The event handler return values are defined in the description of + <seealso marker="stdlib:gen_statem#Module:StateName/3"> + <c>Module:StateName/3</c> </seealso> - chapter. + in the <c>gen_statem</c> manual page, but here is + a more readable list: </p> + <taglist> + <tag> + <c>{next_state, NextState, NewData, Actions}</c><br /> + <c>{next_state, NextState, NewData}</c> + </tag> + <item> + <p> + Set next state and update the server data. + If the <c>Actions</c> field is used, execute state transition actions. + An empty <c>Actions</c> list is equivalent to not returning the field. + </p> + <p> + See section + <seealso marker="#State Transition Actions"> + State Transition Actions + </seealso> + for a list of possible + state transition actions. + </p> + <p> + If <c>NextState =/= State</c> the state machine changes + to a new state. A + <seealso marker="#State Enter Calls">state enter call</seealso> + is performed if enabled and all + <seealso marker="#Postponing Events">postponed events</seealso> + are retried. + </p> + </item> + <tag> + <c>{keep_state, NewData, Actions}</c><br /> + <c>{keep_state, NewData}</c> + </tag> + <item> + <p> + Same as the <c>next_state</c> values with + <c>NextState =:= State</c>, that is, no state change. + </p> + </item> + <tag> + <c>{keep_state_and_data, Actions}</c><br /> + <c>keep_state_and_data</c> + </tag> + <item> + <p> + Same as the <c>keep_state</c> values with + <c>NextData =:= Data</c>, that is, no change in server data. + </p> + </item> + <tag> + <c>{repeat_state, NewData, Actions}</c><br /> + <c>{repeat_state, NewData}</c><br /> + <c>{repeat_state_and_data, Actions}</c><br /> + <c>repeat_state_and_data</c> + </tag> + <item> + <p> + Same as the <c>keep_state</c> or <c>keep_state_and_data</c> values, + and if + <seealso marker="#State Enter Calls"> + State Enter Calls + </seealso> + are enabled, repeat the state enter call + as if this state was entered again. + </p> + </item> + <tag> + <c>{stop, Reason, NewData}</c><br /> + <c>{stop, Reason}</c> + </tag> + <item> + <p> + Stop the server with reason <c>Reason</c>. + If the <c>NewData</c> field is used, first update the server data. + </p> + </item> + <tag> + <c>{stop_and_reply, Reason, NewData, ReplyActions}</c><br /> + <c>{stop_and_reply, Reason, ReplyActions}</c> + </tag> + <item> + <p> + Same as the <c>stop</c> values, but first execute the given + state transition actions that may only be reply actions. + </p> + </item> + </taglist> + + <section> + <marker id="The First State" /> + <title>The First State</title> + <p> + To decide the first state the + <seealso marker="stdlib:gen_statem#Module:init/1"> + <c>Module:init(Args)</c> + </seealso> + callback function is called before any + <seealso marker="#Event Handler">Event Handler</seealso> + is called. This function behaves like an event handler + function, but gets its only argument <c>Args</c> from + the <c>gen_statem</c> + <seealso marker="stdlib:gen_statem#start/3"> + <c>start/3,4</c> + </seealso> + or + <seealso marker="stdlib:gen_statem#start_link/3"> + <c>start_link/3,4</c> + </seealso> + function, and returns <c>{ok, State, Data}</c> + or <c>{ok, State, Data, Actions}</c>. + If you use the + <seealso marker="#Postponing Events"><c>postpone</c></seealso> + action from this function, that action is ignored, + since there is no event to postpone. + </p> + </section> + </section> <!-- =================================================================== --> <section> - <marker id="Actions" /> - <title>Actions</title> + <marker id="State Transition Actions" /> + <title>State Transition Actions</title> <p> In the first section <seealso marker="#Event-Driven State Machines"> @@ -259,77 +490,102 @@ StateName(EventType, EventContent, Data) -> </p> <p> There are more specific state-transition actions - that a callback function can order the <c>gen_statem</c> + that a callback function can command the <c>gen_statem</c> engine to do after the callback function return. - These are ordered by returning a list of + These are commanded by returning a list of <seealso marker="stdlib:gen_statem#type-action">actions</seealso> in the - <seealso marker="stdlib:gen_statem#type-state_callback_result">return tuple</seealso> + <seealso marker="stdlib:gen_statem#type-state_callback_result"> + return value + </seealso> from the <seealso marker="stdlib:gen_statem#Module:StateName/3">callback function</seealso>. - These state transition actions affect the <c>gen_statem</c> - engine itself and can do the following: + These are the possible state transition actions: </p> - <list type="bulleted"> - <item> + <taglist> + <tag> <seealso marker="stdlib:gen_statem#type-postpone"> - Postpone + <c>postpone</c> </seealso> - the current event, see section + <br /> + <c>{postpone, Boolean}</c> + </tag> + <item> + If set postpone the current event, see section <seealso marker="#Postponing Events">Postponing Events</seealso> </item> - <item> + <tag> <seealso marker="stdlib:gen_statem#type-hibernate"> - Hibernate + <c>hibernate</c> </seealso> - the <c>gen_statem</c>, treated in + <br /> + <c>{hibernate, Boolean}</c> + </tag> + <item> + If set hibernate the <c>gen_statem</c>, treated in section <seealso marker="#Hibernation">Hibernation</seealso> </item> - <item> - Start a + <tag> <seealso marker="stdlib:gen_statem#type-state_timeout"> - state time-out</seealso>, - read more in section + <c>{state_timeout, Time}</c> + </seealso> + <br /> + <c>{state_timeout, Time, Opts}</c> + </tag> + <item> + Start a state time-out, read more in section <seealso marker="#State Time-Outs">State Time-Outs</seealso> </item> - <item> - Start a + <tag> <seealso marker="stdlib:gen_statem#type-generic_timeout"> - generic time-out</seealso>, - read more in section + <c>{{timeout, Name}, Time}</c> + </seealso> + <br /> + <c>{{timeout, Name}, Time, Opts}</c> + </tag> + <item> + Start a generic time-out, read more in section <seealso marker="#Generic Time-Outs">Generic Time-Outs</seealso> </item> + <tag> + <seealso marker="stdlib:gen_statem#type-event_timeout"> + <c>{timeout, Time}</c> + </seealso> + <br /> + <c>{timeout, Time, Opts}</c><br /> + <c>Time</c> + </tag> <item> - Start an - <seealso marker="stdlib:gen_statem#type-event_timeout">event time-out</seealso>, - see more in section + Start an event time-out, see more in section <seealso marker="#Event Time-Outs">Event Time-Outs</seealso> </item> - <item> + <tag> <seealso marker="stdlib:gen_statem#type-reply_action"> - Reply + <c>{reply, From, Reply}</c> </seealso> - to a caller, mentioned at the end of section + </tag> + <item> + Reply to a caller, mentioned at the end of section <seealso marker="#All State Events">All State Events</seealso> </item> - <item> - Generate the + <tag> <seealso marker="stdlib:gen_statem#type-action"> - next event + <c>{next_event, EventType, EventContent}</c> </seealso> - to handle, see section - <seealso marker="#Self-Generated Events">Self-Generated Events</seealso> + </tag> + <item> + Generate the next event to handle, see section + <seealso marker="#Inserted Events">Inserted Events</seealso> </item> - </list> + </taglist> <p> - For details, see the - <seealso marker="stdlib:gen_statem#type-action"> - <c>gen_statem(3)</c> - </seealso> - manual page. + For details, see the <c>gen_statem(3)</c> + manual page for type + <seealso marker="stdlib:gen_statem#type-action"><c>action()</c></seealso>. You can, for example, reply to many callers, generate multiple next events, - and set time-outs to relative or absolute times. + and set a time-out to use absolute instead of relative time + (using the <c>Opts</c> field). </p> </section> @@ -341,8 +597,8 @@ StateName(EventType, EventContent, Data) -> <p> Events are categorized in different <seealso marker="stdlib:gen_statem#type-event_type">event types</seealso>. - Events of all types are handled in the same callback function, - for a given state, and the function gets + Events of all types are for a given state + handled in the same callback function, and that function gets <c>EventType</c> and <c>EventContent</c> as arguments. </p> <p> @@ -350,12 +606,20 @@ StateName(EventType, EventContent, Data) -> they come from: </p> <taglist> - <tag><c>cast</c></tag> + <tag> + <seealso marker="stdlib:gen_statem#type-external_event_type"> + <c>cast</c> + </seealso> + </tag> <item> Generated by <seealso marker="stdlib:gen_statem#cast/2"><c>gen_statem:cast</c></seealso>. </item> - <tag><c>{call,From}</c></tag> + <tag> + <seealso marker="stdlib:gen_statem#type-external_event_type"> + <c>{call,From}</c> + </seealso> + </tag> <item> Generated by <seealso marker="stdlib:gen_statem#call/2"><c>gen_statem:call</c></seealso>, @@ -364,12 +628,20 @@ StateName(EventType, EventContent, Data) -> <c>{reply,From,Msg}</c> or by calling <seealso marker="stdlib:gen_statem#reply/1"><c>gen_statem:reply</c></seealso>. </item> - <tag><c>info</c></tag> + <tag> + <seealso marker="stdlib:gen_statem#type-external_event_type"> + <c>info</c> + </seealso> + </tag> <item> Generated by any regular process message sent to the <c>gen_statem</c> process. </item> - <tag><c>state_timeout</c></tag> + <tag> + <seealso marker="stdlib:gen_statem#type-timeout_event_type"> + <c>state_timeout</c> + </seealso> + </tag> <item> Generated by state transition action <seealso marker="stdlib:gen_statem#type-state_timeout"> @@ -377,7 +649,11 @@ StateName(EventType, EventContent, Data) -> </seealso> state timer timing out. </item> - <tag><c>{timeout,Name}</c></tag> + <tag> + <seealso marker="stdlib:gen_statem#type-timeout_event_type"> + <c>{timeout,Name}</c> + </seealso> + </tag> <item> Generated by state transition action <seealso marker="stdlib:gen_statem#type-generic_timeout"> @@ -385,7 +661,11 @@ StateName(EventType, EventContent, Data) -> </seealso> generic timer timing out. </item> - <tag><c>timeout</c></tag> + <tag> + <seealso marker="stdlib:gen_statem#type-timeout_event_type"> + <c>timeout</c> + </seealso> + </tag> <item> Generated by state transition action <seealso marker="stdlib:gen_statem#type-event_timeout"> @@ -394,7 +674,11 @@ StateName(EventType, EventContent, Data) -> (or its short form <c>Time</c>) event timer timing out. </item> - <tag><c>internal</c></tag> + <tag> + <seealso marker="stdlib:gen_statem#type-event_type"> + <c>internal</c> + </seealso> + </tag> <item> Generated by state transition <seealso marker="stdlib:gen_statem#type-action">action</seealso> @@ -408,19 +692,75 @@ StateName(EventType, EventContent, Data) -> <!-- =================================================================== --> <section> + <marker id="State Enter Calls" /> + <title>State Enter Calls</title> + <p> + The <c>gen_statem</c> behavior can if this is enabled, + regardless of callback mode, + automatically + <seealso marker="stdlib:gen_statem#type-state_enter"> + call the state callback + </seealso> + with special arguments whenever the state changes + so you can write state enter actions + near the rest of the state transition rules. + It typically looks like this: + </p> + <pre> +StateName(enter, OldState, Data) -> + ... code for state enter actions here ... + {keep_state, NewData}; +StateName(EventType, EventContent, Data) -> + ... code for actions here ... + {next_state, NewStateName, NewData}.</pre> + <p> + Since the state enter call is not an event there are restrictions + on the allowed return value and + <seealso marker="#State Transition Actions">State Transition Actions</seealso>. + You may not change the state, + <seealso marker="#Postponing Events">postpone</seealso> + this non-event, or + <seealso marker="#Inserted Events">insert events</seealso>. + </p> + <p> + The first state that is entered will get a state enter call + with <c>OldState</c> equal to the current state. + </p> + <p> + You may repeat the state enter call using the <c>{repeat_state,...}</c> + return value from the + <seealso marker="#Event Handler">Event Handler</seealso>. + In this case <c>OldState</c> will also be equal to the current state. + </p> + <p> + Depending on how your state machine is specified, + this can be a very useful feature, + but it forces you to handle the state enter calls in all states. + See also the + <seealso marker="#State Enter Actions"> + State Enter Actions + </seealso> + chapter. + </p> + </section> + +<!-- =================================================================== --> + + <section> <marker id="Example" /> <title>Example</title> <p> A door with a code lock can be seen as a state machine. Initially, the door is locked. When someone presses a button, an event is generated. - Depending on what buttons have been pressed before, - the sequence so far can be correct, incomplete, or wrong. - If correct, the door is unlocked for 10 seconds (10,000 milliseconds). - If incomplete, we wait for another button to be pressed. If - wrong, we start all over, waiting for a new button sequence. - </p> - <image file="../design_principles/code_lock.png"> + The pressed buttons are collected, up to the number of buttons + in the correct code. + If correct, the door is unlocked for 10 seconds. + If not correct, we wait for a new button to be pressed. + </p> + <!-- The image is edited with dia in a .dia file, + then exported to Scalable Vector Graphics. --> + <image file="../design_principles/code_lock.svg" width="80%"> <icaption>Code Lock State Diagram</icaption> </image> <p> @@ -434,43 +774,51 @@ StateName(EventType, EventContent, Data) -> -export([start_link/1]). -export([button/1]). --export([init/1,callback_mode/0,terminate/3,code_change/4]). +-export([init/1,callback_mode/0,terminate/3]). -export([locked/3,open/3]). start_link(Code) -> gen_statem:start_link({local,?NAME}, ?MODULE, Code, []). -button(Digit) -> - gen_statem:cast(?NAME, {button,Digit}). +button(Button) -> + gen_statem:cast(?NAME, {button,Button}). init(Code) -> do_lock(), - Data = #{code => Code, remaining => Code}, + Data = #{code => Code, length => length(Code), buttons => []}, {ok, locked, Data}. callback_mode() -> state_functions. - + ]]></code> + <code type="erl"><![CDATA[ locked( - cast, {button,Digit}, - #{code := Code, remaining := Remaining} = Data) -> - case Remaining of - [Digit] -> + cast, {button,Button}, + #{code := Code, length := Length, buttons := Buttons} = Data) -> + NewButtons = + if + length(Buttons) < Length -> + Buttons; + true -> + tl(Buttons) + end ++ [Button], + if + NewButtons =:= Code -> % Correct do_unlock(), - {next_state, open, Data#{remaining := Code}, - [{state_timeout,10000,lock}]}; - [Digit|Rest] -> % Incomplete - {next_state, locked, Data#{remaining := Rest}}; - _Wrong -> - {next_state, locked, Data#{remaining := Code}} + {next_state, open, Data#{buttons := []}, + [{state_timeout,10000,lock}]}; % Time in milliseconds + true -> % Incomplete | Incorrect + {next_state, locked, Data#{buttons := NewButtons}} end. - + ]]></code> + <code type="erl"><![CDATA[ open(state_timeout, lock, Data) -> do_lock(), {next_state, locked, Data}; open(cast, {button,_}, Data) -> {next_state, open, Data}. - + ]]></code> + <code type="erl"><![CDATA[ do_lock() -> io:format("Lock~n", []). do_unlock() -> @@ -479,8 +827,6 @@ do_unlock() -> terminate(_Reason, State, _Data) -> State =/= locked andalso do_lock(), ok. -code_change(_Vsn, State, Data, _Extra) -> - {ok, State, Data}. ]]></code> <p>The code is explained in the next sections.</p> </section> @@ -556,17 +902,17 @@ start_link(Code) -> in this case <c>locked</c>; assuming that the door is locked to begin with. <c>Data</c> is the internal server data of the <c>gen_statem</c>. Here the server data is a <seealso marker="stdlib:maps">map</seealso> - with key <c>code</c> that stores - the correct button sequence, and key <c>remaining</c> - that stores the remaining correct button sequence - (the same as the <c>code</c> to begin with). + with key <c>code</c> that stores the correct button sequence, + key <c>length</c> store its length, + and key <c>buttons</c> that stores the collected buttons + up to the same length. </p> <code type="erl"><![CDATA[ init(Code) -> do_lock(), - Data = #{code => Code, remaining => Code}, - {ok,locked,Data}. + Data = #{code => Code, length => length(Code), buttons => []}, + {ok, locked, Data}. ]]></code> <p>Function <seealso marker="stdlib:gen_statem#start_link/3"><c>gen_statem:start_link</c></seealso> @@ -584,10 +930,6 @@ init(Code) -> a <c>gen_statem</c> that is not part of a supervision tree. </p> - <code type="erl"><![CDATA[ -callback_mode() -> - state_functions. - ]]></code> <p> Function <seealso marker="stdlib:gen_statem#Module:callback_mode/0"><c>Module:callback_mode/0</c></seealso> @@ -595,8 +937,12 @@ callback_mode() -> <seealso marker="#Callback Modes"><c>CallbackMode</c></seealso> for the callback module, in this case <seealso marker="stdlib:gen_statem#type-callback_mode"><c>state_functions</c></seealso>. - That is, each state has got its own handler function. + That is, each state has got its own handler function: </p> + <code type="erl"><![CDATA[ +callback_mode() -> + state_functions. + ]]></code> </section> @@ -620,7 +966,7 @@ button(Digit) -> <c>{button,Digit}</c> is the event content. </p> <p> - The event is made into a message and sent to the <c>gen_statem</c>. + The event is sent to the <c>gen_statem</c>. When the event is received, the <c>gen_statem</c> calls <c>StateName(cast, Event, Data)</c>, which is expected to return a tuple <c>{next_state, NewStateName, NewData}</c>, @@ -629,44 +975,48 @@ button(Digit) -> <c>NewStateName</c> is the name of the next state to go to. <c>NewData</c> is a new value for the server data of the <c>gen_statem</c>, and <c>Actions</c> is a list of - actions on the <c>gen_statem</c> engine. + actions to be performed by the <c>gen_statem</c> engine. </p> + <code type="erl"><![CDATA[ locked( - cast, {button,Digit}, - #{code := Code, remaining := Remaining} = Data) -> - case Remaining of - [Digit] -> % Complete + cast, {button,Button}, + #{code := Code, length := Length, buttons := Buttons} = Data) -> + NewButtons = + if + length(Buttons) < Length -> + Buttons; + true -> + tl(Buttons) + end ++ [Button], + if + NewButtons =:= Code -> % Correct do_unlock(), - {next_state, open, Data#{remaining := Code}, - [{state_timeout,10000,lock}]}; - [Digit|Rest] -> % Incomplete - {next_state, locked, Data#{remaining := Rest}}; - [_|_] -> % Wrong - {next_state, locked, Data#{remaining := Code}} + {next_state, open, Data#{buttons := []}, + [{state_timeout,10000,lock}]}; % Time in milliseconds + true -> % Incomplete | Incorrect + {next_state, locked, Data#{buttons := NewButtons}} end. - -open(state_timeout, lock, Data) -> - do_lock(), - {next_state, locked, Data}; -open(cast, {button,_}, Data) -> - {next_state, open, Data}. ]]></code> <p> - If the door is locked and a button is pressed, the pressed - button is compared with the next correct button. + In state <c>locked</c>, when a button is pressed, + it is collected with the last pressed buttons + up to the length of the correct code, + and compared with the correct code. Depending on the result, the door is either unlocked and the <c>gen_statem</c> goes to state <c>open</c>, or the door remains in state <c>locked</c>. </p> <p> - If the pressed button is incorrect, the server data - restarts from the start of the code sequence. - </p> - <p> - If the whole code is correct, the server changes states - to <c>open</c>. + When changing to state <c>open</c>, the collected + buttons are reset, the lock unlocked, and a state timer + for 10 s is started. </p> + + <code type="erl"><![CDATA[ +open(cast, {button,_}, Data) -> + {next_state, open, Data}. + ]]></code> <p> In state <c>open</c>, a button event is ignored by staying in the same state. This can also be done @@ -684,9 +1034,9 @@ open(cast, {button,_}, Data) -> the following tuple is returned from <c>locked/2</c>: </p> <code type="erl"><![CDATA[ -{next_state, open, Data#{remaining := Code}, - [{state_timeout,10000,lock}]}; - ]]></code> +{next_state, open, Data#{buttons := []}, + [{state_timeout,10000,lock}]}; % Time in milliseconds + ]]></code> <p> 10,000 is a time-out value in milliseconds. After this time (10 seconds), a time-out occurs. @@ -721,10 +1071,9 @@ open(state_timeout, lock, Data) -> </p> <p> Consider a <c>code_length/0</c> function that returns - the length of the correct code - (that should not be sensitive to reveal). + the length of the correct code. We dispatch all events that are not state-specific - to the common function <c>handle_event/3</c>: + to the common function <c>handle_common/3</c>: </p> <code type="erl"><![CDATA[ ... @@ -737,16 +1086,46 @@ code_length() -> ... locked(...) -> ... ; locked(EventType, EventContent, Data) -> - handle_event(EventType, EventContent, Data). + handle_common(EventType, EventContent, Data). ... open(...) -> ... ; open(EventType, EventContent, Data) -> - handle_event(EventType, EventContent, Data). + handle_common(EventType, EventContent, Data). -handle_event({call,From}, code_length, #{code := Code} = Data) -> - {keep_state, Data, [{reply,From,length(Code)}]}. +handle_common({call,From}, code_length, #{code := Code} = Data) -> + {keep_state, Data, + [{reply,From,length(Code)}]}. ]]></code> + + <p> + Another way to do it is through a convenience macro + <c>?HANDLE_COMMON/0</c>: + </p> + <code type="erl"><![CDATA[ +... +-export([button/1,code_length/0]). +... + +code_length() -> + gen_statem:call(?NAME, code_length). + +-define(HANDLE_COMMON, + ?FUNCTION_NAME(T, C, D) -> handle_common(T, C, D)). +%% +handle_common({call,From}, code_length, #{code := Code} = Data) -> + {keep_state, Data, + [{reply,From,length(Code)}]}. + +... +locked(...) -> ... ; +?HANDLE_COMMON. + +... +open(...) -> ... ; +?HANDLE_COMMON. +]]></code> + <p> This example uses <seealso marker="stdlib:gen_statem#call/2"><c>gen_statem:call/2</c></seealso>, @@ -757,6 +1136,14 @@ handle_event({call,From}, code_length, #{code := Code} = Data) -> when you want to stay in the current state but do not know or care about what it is. </p> + <p> + If the common event handler needs to know the current state + a function <c>handle_common/4</c> can be used instead: + </p> + <code type="erl"><![CDATA[ +-define(HANDLE_COMMON, + ?FUNCTION_NAME(T, C, D) -> handle_common(T, C, ?FUNCTION_NAME, D)). + ]]></code> </section> <!-- =================================================================== --> @@ -765,7 +1152,11 @@ handle_event({call,From}, code_length, #{code := Code} = Data) -> <marker id="One Event Handler" /> <title>One Event Handler</title> <p> - If mode <c>handle_event_function</c> is used, + If + <seealso marker="#Callback Modes"> + Callback Mode + </seealso> + <c>handle_event_function</c> is used, all events are handled in <seealso marker="stdlib:gen_statem#Module:handle_event/4"><c>Module:handle_event/4</c></seealso> and we can (but do not have to) use an event-centered approach @@ -783,25 +1174,35 @@ callback_mode() -> handle_event(cast, {button,Digit}, State, #{code := Code} = Data) -> case State of locked -> - case maps:get(remaining, Data) of - [Digit] -> % Complete - do_unlock(), - {next_state, open, Data#{remaining := Code}, - [{state_timeout,10000,lock}]}; - [Digit|Rest] -> % Incomplete - {keep_state, Data#{remaining := Rest}}; - [_|_] -> % Wrong - {keep_state, Data#{remaining := Code}} - end; + #{length := Length, buttons := Buttons} = Data, + NewButtons = + if + length(Buttons) < Length -> + Buttons; + true -> + tl(Buttons) + end ++ [Button], + if + NewButtons =:= Code -> % Correct + do_unlock(), + {next_state, open, Data#{buttons := []}, + [{state_timeout,10000,lock}]}; % Time in milliseconds + true -> % Incomplete | Incorrect + {keep_state, Data#{buttons := NewButtons}} + end; open -> keep_state_and_data end; handle_event(state_timeout, lock, open, Data) -> do_lock(), - {next_state, locked, Data}. + {next_state, locked, Data}; +handle_event( + {call,From}, code_length, _State, #{code := Code} = Data) -> + {keep_state, Data, + [{reply,From,length(Code)}]}. ... - ]]></code> +]]></code> </section> <!-- =================================================================== --> @@ -833,7 +1234,7 @@ init(Args) -> process_flag(trap_exit, true), do_lock(), ... - ]]></code> + ]]></code> <p> When ordered to shut down, the <c>gen_statem</c> then calls callback function <c>terminate(shutdown, State, Data)</c>. @@ -847,7 +1248,7 @@ init(Args) -> terminate(_Reason, State, _Data) -> State =/= locked andalso do_lock(), ok. - ]]></code> + ]]></code> </section> <section> @@ -866,7 +1267,7 @@ terminate(_Reason, State, _Data) -> ... stop() -> gen_statem:stop(?NAME). - ]]></code> + ]]></code> <p> This makes the <c>gen_statem</c> call callback function <c>terminate/3</c> just like for a supervised server @@ -889,30 +1290,29 @@ stop() -> </p> <p> It is ordered by the state transition action - <c>{timeout,Time,EventContent}</c>, or just <c>Time</c>, - or even just <c>Time</c> instead of an action list + <c>{timeout,Time,EventContent}</c>, or just an integer <c>Time</c>, + even without the enclosing actions list (the latter is a form inherited from <c>gen_fsm</c>. </p> <p> - This type of time-out is useful to for example act on inactivity. + This type of time-out is useful for example to act on inactivity. Let us restart the code sequence if no button is pressed for say 30 seconds: </p> <code type="erl"><![CDATA[ ... -locked( - timeout, _, - #{code := Code, remaining := Remaining} = Data) -> - {next_state, locked, Data#{remaining := Code}}; +locked(timeout, _, Data) -> + {next_state, locked, Data#{buttons := []}}; locked( cast, {button,Digit}, - #{code := Code, remaining := Remaining} = Data) -> + #{code := Code, length := Length, buttons := Buttons} = Data) -> ... - [Digit|Rest] -> % Incomplete - {next_state, locked, Data#{remaining := Rest}, 30000}; + true -> % Incomplete | Incorrect + {next_state, locked, Data#{buttons := NewButtons}, + 30000} % Time in milliseconds ... - ]]></code> +]]></code> <p> Whenever we receive a button event we start an event time-out of 30 seconds, and if we get an event type <c>timeout</c> @@ -925,6 +1325,13 @@ locked( Whatever event you act on has already cancelled the event time-out... </p> + <p> + Note that an event time-out does not work well with + when you have for example a status call as in + <seealso marker="#All State Events">All State Events</seealso>, + or handle unknown events, since all kinds of events + will cancel the event time-out. + </p> </section> <!-- =================================================================== --> @@ -952,37 +1359,43 @@ locked( <p> Here is how to accomplish the state time-out in the previous example by instead using a generic time-out - named <c>open_tm</c>: + named for example <c>open</c>: </p> <code type="erl"><![CDATA[ ... locked( cast, {button,Digit}, - #{code := Code, remaining := Remaining} = Data) -> - case Remaining of - [Digit] -> + #{code := Code, length := Length, buttons := Buttons} = Data) -> +... + if + NewButtons =:= Code -> % Correct do_unlock(), - {next_state, open, Data#{remaining := Code}, - [{{timeout,open_tm},10000,lock}]}; + {next_state, open, Data#{buttons := []}, + [{{timeout,open},10000,lock}]}; % Time in milliseconds ... -open({timeout,open_tm}, lock, Data) -> +open({timeout,open}, lock, Data) -> do_lock(), {next_state,locked,Data}; open(cast, {button,_}, Data) -> {keep_state,Data}; ... - ]]></code> +]]></code> <p> - Just as - <seealso marker="#State Time-Outs">state time-outs</seealso> - you can restart or cancel a specific generic time-out + Specific generic time-outs can just as + <seealso marker="#State Time-Outs">State Time-Outs</seealso> + be restarted or cancelled by setting it to a new time or <c>infinity</c>. </p> <p> - Another way to handle a late time-out can be to not cancel it, - but to ignore it if it arrives in a state - where it is known to be late. + In this particular case we do not need to cancel the timeout + since the timeout event is the only possible reason to + change the state from <c>open</c> to <c>locked</c>. + </p> + <p> + Instead of bothering with when to cancel a time-out, + a late time-out event can be handled by ignoring it + if it arrives in a state where it is known to be late. </p> </section> @@ -994,7 +1407,7 @@ open(cast, {button,_}, Data) -> <p> The most versatile way to handle time-outs is to use Erlang Timers; see - <seealso marker="erts:erlang#start_timer/4"><c>erlang:start_timer3,4</c></seealso>. + <seealso marker="erts:erlang#start_timer/4"><c>erlang:start_timer/3,4</c></seealso>. Most time-out tasks can be performed with the time-out features in <c>gen_statem</c>, but an example of one that can not is if you should need @@ -1009,12 +1422,15 @@ open(cast, {button,_}, Data) -> ... locked( cast, {button,Digit}, - #{code := Code, remaining := Remaining} = Data) -> - case Remaining of - [Digit] -> + #{code := Code, length := Length, buttons := Buttons} = Data) -> +... + if + NewButtons =:= Code -> % Correct do_unlock(), - Tref = erlang:start_timer(10000, self(), lock), - {next_state, open, Data#{remaining := Code, timer => Tref}}; + Tref = + erlang:start_timer( + 10000, self(), lock), % Time in milliseconds + {next_state, open, Data#{buttons := [], timer => Tref}}; ... open(info, {timeout,Tref,lock}, #{timer := Tref} = Data) -> @@ -1023,7 +1439,7 @@ open(info, {timeout,Tref,lock}, #{timer := Tref} = Data) -> open(cast, {button,_}, Data) -> {keep_state,Data}; ... - ]]></code> +]]></code> <p> Removing the <c>timer</c> key from the map when we change to state <c>locked</c> is not strictly @@ -1063,7 +1479,9 @@ open(cast, {button,_}, Data) -> </p> <p> Postponing is ordered by the state transition - <seealso marker="stdlib:gen_statem#type-action">action</seealso> + <seealso marker="#State Transition Actions"> + State Transition Action + </seealso> <c>postpone</c>. </p> <p> @@ -1076,15 +1494,18 @@ open(cast, {button,_}, Data) -> open(cast, {button,_}, Data) -> {keep_state,Data,[postpone]}; ... - ]]></code> +]]></code> <p> Since a postponed event is only retried after a state change, you have to think about where to keep a state data item. You can keep it in the server <c>Data</c> or in the <c>State</c> itself, for example by having two more or less identical states - to keep a boolean value, or by using a complex state with - <seealso marker="#Callback Modes">callback mode</seealso> + to keep a boolean value, or by using a complex state + (see section + <seealso marker="#Complex State">Complex State</seealso>) + with + <seealso marker="#Callback Modes">Callback Mode</seealso> <seealso marker="stdlib:gen_statem#type-callback_mode"><c>handle_event_function</c></seealso>. If a change in the value changes the set of events that is handled, then the value should be kept in the State. @@ -1134,28 +1555,38 @@ start_link(Code) -> fun () -> true = register(?NAME, self()), do_lock(), - locked(Code, Code) + locked(Code, length(Code), []) end). -button(Digit) -> - ?NAME ! {button,Digit}. - -locked(Code, [Digit|Remaining]) -> +button(Button) -> + ?NAME ! {button,Button}. + ]]></code> + <code type="erl"><![CDATA[ +locked(Code, Length, Buttons) -> receive - {button,Digit} when Remaining =:= [] -> - do_unlock(), - open(Code); - {button,Digit} -> - locked(Code, Remaining); - {button,_} -> - locked(Code, Code) + {button,Button} -> + NewButtons = + if + length(Buttons) < Length -> + Buttons; + true -> + tl(Buttons) + end ++ [Button], + if + NewButtons =:= Code -> % Correct + do_unlock(), + open(Code, Length); + true -> % Incomplete | Incorrect + locked(Code, Length, NewButtons) + end end. - -open(Code) -> + ]]></code> + <code type="erl"><![CDATA[ +open(Code, Length) -> receive - after 10000 -> + after 10000 -> % Time in milliseconds do_lock(), - locked(Code, Code) + locked(Code, Length, []) end. do_lock() -> @@ -1178,8 +1609,10 @@ do_unlock() -> passing non-system messages to the callback module. </p> <p> - The state transition - <seealso marker="stdlib:gen_statem#type-action">action</seealso> + The + <seealso marker="#State Transition Actions"> + State Transition Action + </seealso> <c>postpone</c> is designed to model selective receives. A selective receive implicitly postpones any not received events, but the <c>postpone</c> @@ -1196,16 +1629,16 @@ do_unlock() -> <!-- =================================================================== --> <section> - <marker id="State Entry Actions" /> - <title>State Entry Actions</title> + <marker id="State Enter Actions" /> + <title>State Enter Actions</title> <p> Say you have a state machine specification - that uses state entry actions. - Allthough you can code this using self-generated events + that uses state enter actions. + Allthough you can code this using inserted events (described in the next section), especially if just - one or a few states has got state entry actions, + one or a few states has got state enter actions, this is a perfect use case for the built in - <seealso marker="#State Enter Calls">state enter calls</seealso>. + <seealso marker="#State Enter Calls">State Enter Calls</seealso>. </p> <p> You return a list containing <c>state_enter</c> from your @@ -1219,7 +1652,7 @@ do_unlock() -> ... init(Code) -> process_flag(trap_exit, true), - Data = #{code => Code}, + Data = #{code => Code, length = length(Code)}, {ok, locked, Data}. callback_mode() -> @@ -1227,24 +1660,26 @@ callback_mode() -> locked(enter, _OldState, Data) -> do_lock(), - {keep_state,Data#{remaining => Code}}; + {keep_state,Data#{buttons => []}}; locked( cast, {button,Digit}, - #{code := Code, remaining := Remaining} = Data) -> - case Remaining of - [Digit] -> - {next_state, open, Data}; + #{code := Code, length := Length, buttons := Buttons} = Data) -> +... + if + NewButtons =:= Code -> % Correct + {next_state, open, Data}; ... open(enter, _OldState, _Data) -> do_unlock(), - {keep_state_and_data, [{state_timeout,10000,lock}]}; + {keep_state_and_data, + [{state_timeout,10000,lock}]}; % Time in milliseconds open(state_timeout, lock, Data) -> {next_state, locked, Data}; ... - ]]></code> +]]></code> <p> - You can repeat the state entry code by returning one of + You can repeat the state enter code by returning one of <c>{repeat_state, ...}</c>, <c>{repeat_state_and_data,_}</c> or <c>repeat_state_and_data</c> that otherwise behaves exactly like their <c>keep_state</c> siblings. @@ -1259,13 +1694,15 @@ open(state_timeout, lock, Data) -> <!-- =================================================================== --> <section> - <marker id="Self-Generated Events" /> - <title>Self-Generated Events</title> + <marker id="Inserted Events" /> + <title>Inserted Events</title> <p> It can sometimes be beneficial to be able to generate events to your own state machine. - This can be done with the state transition - <seealso marker="stdlib:gen_statem#type-action">action</seealso> + This can be done with the + <seealso marker="#State Transition Actions"> + State Transition Action + </seealso> <c>{next_event,EventType,EventContent}</c>. </p> <p> @@ -1279,58 +1716,75 @@ open(state_timeout, lock, Data) -> <p> One example for this is to pre-process incoming data, for example decrypting chunks or collecting characters up to a line break. + </p> + <p> Purists may argue that this should be modelled with a separate state machine that sends pre-processed events - to the main state machine. - But to decrease overhead the small pre-processing state machine + to the main state machine, + but to decrease overhead the small pre-processing state machine can be implemented in the common state event handling of the main state machine using a few state data variables that then sends the pre-processed events as internal events to the main state machine. + Using internal events also can make it easier + to synchronize the state machines. + </p> + <p> + A variant of this is to use a + <seealso marker="#Complex State"> + Complex State + </seealso> + with + <seealso marker="#One Event Handler">One Event Handler</seealso>. + The state is then modeled with for example a tuple + <c>{MainFSMState,SubFSMState}</c>. </p> <p> - The following example uses an input model where you give the lock - characters with <c>put_chars(Chars)</c> and then call - <c>enter()</c> to finish the input. + To illustrate this we make up an example where the buttons + instead generate down and up (press and release) events, + and the lock responds to an up event only after + the corresponding down event. </p> <code type="erl"><![CDATA[ ... --export(put_chars/1, enter/0). +-export(down/1, up/1). ... -put_chars(Chars) when is_binary(Chars) -> - gen_statem:call(?NAME, {chars,Chars}). +down(Button) -> + gen_statem:cast(?NAME, {down,Button}). -enter() -> - gen_statem:call(?NAME, enter). +up(Button) -> + gen_statem:cast(?NAME, {up,Button}). ... locked(enter, _OldState, Data) -> do_lock(), {keep_state,Data#{remaining => Code, buf => []}}; +locked( + internal, {button,Digit}, + #{code := Code, length := Length, buttons := Buttons} = Data) -> ... - -handle_event({call,From}, {chars,Chars}, #{buf := Buf} = Data) -> - {keep_state, Data#{buf := [Chars|Buf], - [{reply,From,ok}]}; -handle_event({call,From}, enter, #{buf := Buf} = Data) -> - Chars = unicode:characters_to_binary(lists:reverse(Buf)), - try binary_to_integer(Chars) of - Digit -> - {keep_state, Data#{buf := []}, - [{reply,From,ok}, - {next_event,internal,{button,Chars}}]} - catch - error:badarg -> - {keep_state, Data#{buf := []}, - [{reply,From,{error,not_an_integer}}]} +]]></code> + <code type="erl"><![CDATA[ +handle_common(cast, {down,Button}, Data) -> + {keep_state, Data#{button := Button}}; +handle_common(cast, {up,Button}, Data) -> + case Data of + #{button := Button} -> + {keep_state,maps:remove(button, Data), + [{next_event,internal,{button,Button}}]}; + #{} -> + keep_state_and_data end; ... - ]]></code> + +open(internal, {button,_}, Data) -> + {keep_state,Data,[postpone]}; +... +]]></code> <p> If you start this program with <c>code_lock:start([17])</c> - you can unlock with <c>code_lock:put_chars(<<"001">>), - code_lock:put_chars(<<"7">>), code_lock:enter()</c>. + you can unlock with <c>code_lock:down(17), code_lock:up(17).</c> </p> </section> @@ -1344,14 +1798,16 @@ handle_event({call,From}, enter, #{buf := Buf} = Data) -> modifications and some more using state enter calls, which deserves a new state diagram: </p> - <image file="../design_principles/code_lock_2.png"> + <!-- The image is edited with dia in a .dia file, + then exported to Scalable Vector Graphics. --> + <image file="../design_principles/code_lock_2.svg" width="80%"> <icaption>Code Lock State Diagram Revisited</icaption> </image> <p> Notice that this state diagram does not specify how to handle a button event in the state <c>open</c>. So, you need to - read somewhere else that unspecified events - must be ignored as in not consumed but handled in some other state. + read in some side notes, that is, here: that unspecified events + shall be postponed (handled in some later state). Also, the state diagram does not show that the <c>code_length/0</c> call must be handled in every state. </p> @@ -1368,8 +1824,8 @@ handle_event({call,From}, enter, #{buf := Buf} = Data) -> -define(NAME, code_lock_2). -export([start_link/1,stop/0]). --export([button/1,code_length/0]). --export([init/1,callback_mode/0,terminate/3,code_change/4]). +-export([down/1,up/1,code_length/0]). +-export([init/1,callback_mode/0,terminate/3]). -export([locked/3,open/3]). start_link(Code) -> @@ -1377,52 +1833,75 @@ start_link(Code) -> stop() -> gen_statem:stop(?NAME). -button(Digit) -> - gen_statem:cast(?NAME, {button,Digit}). +down(Digit) -> + gen_statem:cast(?NAME, {down,Digit}). +up(Digit) -> + gen_statem:cast(?NAME, {up,Digit}). code_length() -> gen_statem:call(?NAME, code_length). - + ]]></code> + <code type="erl"><![CDATA[ init(Code) -> process_flag(trap_exit, true), - Data = #{code => Code}, + Data = #{code => Code, length => length(Code), buttons => []}, {ok, locked, Data}. callback_mode() -> [state_functions,state_enter]. -locked(enter, _OldState, #{code := Code} = Data) -> +-define(HANDLE_COMMON, + ?FUNCTION_NAME(T, C, D) -> handle_common(T, C, D)). +%% +handle_common(cast, {down,Button}, Data) -> + {keep_state, Data#{button => Button}}; +handle_common(cast, {up,Button}, Data) -> + case Data of + #{button := Button} -> + {keep_state, maps:remove(button, Data), + [{next_event,internal,{button,Button}}]}; + #{} -> + keep_state_and_data + end; +handle_common({call,From}, code_length, #{code := Code}) -> + {keep_state_and_data, + [{reply,From,length(Code)}]}. + ]]></code> + <code type="erl"><![CDATA[ +locked(enter, _OldState, Data) -> do_lock(), - {keep_state, Data#{remaining => Code}}; -locked( - timeout, _, - #{code := Code, remaining := Remaining} = Data) -> - {keep_state, Data#{remaining := Code}}; + {keep_state, Data#{buttons := []}}; +locked(state_timeout, button, Data) -> + {keep_state, Data#{buttons := []}}; locked( - cast, {button,Digit}, - #{code := Code, remaining := Remaining} = Data) -> - case Remaining of - [Digit] -> % Complete + internal, {button,Digit}, + #{code := Code, length := Length, buttons := Buttons} = Data) -> + NewButtons = + if + length(Buttons) < Length -> + Buttons; + true -> + tl(Buttons) + end ++ [Button], + if + NewButtons =:= Code -> % Correct + do_unlock(), {next_state, open, Data}; - [Digit|Rest] -> % Incomplete - {keep_state, Data#{remaining := Rest}, 30000}; - [_|_] -> % Wrong - {keep_state, Data#{remaining := Code}} + true -> % Incomplete | Incorrect + {keep_state, Data#{buttons := NewButtons}, + [{state_timeout,30000,button}]} % Time in milliseconds end; -locked(EventType, EventContent, Data) -> - handle_event(EventType, EventContent, Data). - +?HANDLE_COMMON. +]]></code> + <code type="erl"><![CDATA[ open(enter, _OldState, _Data) -> do_unlock(), - {keep_state_and_data, [{state_timeout,10000,lock}]}; + {keep_state_and_data, + [{state_timeout,10000,lock}]}; % Time in milliseconds open(state_timeout, lock, Data) -> {next_state, locked, Data}; -open(cast, {button,_}, _) -> +open(internal, {button,_}, _) -> {keep_state_and_data, [postpone]}; -open(EventType, EventContent, Data) -> - handle_event(EventType, EventContent, Data). - -handle_event({call,From}, code_length, #{code := Code}) -> - {keep_state_and_data, [{reply,From,length(Code)}]}. +?HANDLE_COMMON. do_lock() -> io:format("Locked~n", []). @@ -1432,9 +1911,7 @@ do_unlock() -> terminate(_Reason, State, _Data) -> State =/= locked andalso do_lock(), ok. -code_change(_Vsn, State, Data, _Extra) -> - {ok,State,Data}. - ]]></code> + ]]></code> </section> <section> @@ -1448,54 +1925,72 @@ code_change(_Vsn, State, Data, _Extra) -> so this example first branches depending on state: </p> <code type="erl"><![CDATA[ -... -export([handle_event/4]). - -... +]]></code> + <code type="erl"><![CDATA[ callback_mode() -> [handle_event_function,state_enter]. - + ]]></code> + <code type="erl"><![CDATA[ +%% %% State: locked -handle_event( - enter, _OldState, locked, - #{code := Code} = Data) -> +handle_event(enter, _OldState, locked, Data) -> do_lock(), - {keep_state, Data#{remaining => Code}}; -handle_event( - timeout, _, locked, - #{code := Code, remaining := Remaining} = Data) -> - {keep_state, Data#{remaining := Code}}; + {keep_state, Data#{buttons := []}}; +handle_event(state_timeout, button, locked, Data) -> + {keep_state, Data#{buttons := []}}; handle_event( - cast, {button,Digit}, locked, - #{code := Code, remaining := Remaining} = Data) -> - case Remaining of - [Digit] -> % Complete + internal, {button,Digit}, locked, + #{code := Code, length := Length, buttons := Buttons} = Data) -> + NewButtons = + if + length(Buttons) < Length -> + Buttons; + true -> + tl(Buttons) + end ++ [Button], + if + NewButtons =:= Code -> % Correct + do_unlock(), {next_state, open, Data}; - [Digit|Rest] -> % Incomplete - {keep_state, Data#{remaining := Rest}, 30000}; - [_|_] -> % Wrong - {keep_state, Data#{remaining := Code}} + true -> % Incomplete | Incorrect + {keep_state, Data#{buttons := NewButtons}, + [{state_timeout,30000,button}]} % Time in milliseconds end; + ]]></code> + <code type="erl"><![CDATA[ %% %% State: open handle_event(enter, _OldState, open, _Data) -> do_unlock(), - {keep_state_and_data, [{state_timeout,10000,lock}]}; + {keep_state_and_data, + [{state_timeout,10000,lock}]}; % Time in milliseconds handle_event(state_timeout, lock, open, Data) -> {next_state, locked, Data}; -handle_event(cast, {button,_}, open, _) -> +handle_event(internal, {button,_}, open, _) -> {keep_state_and_data,[postpone]}; -%% -%% Any state -handle_event({call,From}, code_length, _State, #{code := Code}) -> - {keep_state_and_data, [{reply,From,length(Code)}]}. - -... - ]]></code> + ]]></code> + <code type="erl"><![CDATA[ +%% Common events +handle_event(cast, {down,Button}, _State, Data) -> + {keep_state, Data#{button => Button}}; +handle_event(cast, {up,Button}, _State, Data) -> + case Data of + #{button := Button} -> + {keep_state, maps:remove(button, Data), + [{next_event,internal,{button,Button}}, + {state_timeout,30000,button}]}; % Time in milliseconds + #{} -> + keep_state_and_data + end; +handle_event({call,From}, code_length, _State, #{length := Length}) -> + {keep_state_and_data, + [{reply,From,Length}]}. + ]]></code> </section> <p> - Notice that postponing buttons from the <c>locked</c> state - to the <c>open</c> state feels like a strange thing to do + Notice that postponing buttons from the <c>open</c> state + to the <c>locked</c> state feels like a strange thing to do for a code lock, but it at least illustrates event postponing. </p> </section> @@ -1532,7 +2027,7 @@ handle_event({call,From}, code_length, _State, #{code := Code}) -> </p> <code type="erl"><![CDATA[ ... --export([init/1,terminate/3,code_change/4,format_status/2]). +-export([init/1,terminate/3,format_status/2]). ... format_status(Opt, [_PDict,State,Data]) -> @@ -1540,7 +2035,6 @@ format_status(Opt, [_PDict,State,Data]) -> {State, maps:filter( fun (code, _) -> false; - (remaining, _) -> false; (_, _) -> true end, Data)}, @@ -1576,10 +2070,10 @@ format_status(Opt, [_PDict,State,Data]) -> <p> One reason to use this is when you have a state item that when changed should cancel the - <seealso marker="#State Time-Outs">state time-out</seealso>, + <seealso marker="#State Time-Outs">State Time-Out</seealso>, or one that affects the event handling in combination with postponing events. - We will complicate the previous example + We will go for the latter and complicate the previous example by introducing a configurable lock button (this is the state item in question), which in the <c>open</c> state immediately locks the door, @@ -1588,33 +2082,33 @@ format_status(Opt, [_PDict,State,Data]) -> <p> Suppose now that we call <c>set_lock_button</c> while the door is open, - and have already postponed a button event - that until now was not the lock button. - The sensible thing can be to say that - the button was pressed too early so it is - not to be recognized as the lock button. - However, then it can be surprising that a button event - that now is the lock button event arrives (as retried postponed) - immediately after the state transits to <c>locked</c>. - </p> - <p> - So we make the <c>button/1</c> function synchronous - by using - <seealso marker="stdlib:gen_statem#call/2"><c>gen_statem:call</c></seealso> - and still postpone its events in the <c>open</c> state. - Then a call to <c>button/1</c> during the <c>open</c> - state does not return until the state transits to <c>locked</c>, - as it is there the event is handled and the reply is sent. - </p> - <p> - If a process now calls <c>set_lock_button/1</c> - to change the lock button while another process - hangs in <c>button/1</c> with the new lock button, - it can be expected that the hanging lock button call - immediately takes effect and locks the lock. - Therefore, we make the current lock button a part of the state, - so that when we change the lock button, the state changes - and all postponed events are retried. + and we have already postponed a button event + that was the new lock button: + </p> + <code type="erl"><![CDATA[ +1> code_lock:start_link([a,b,c], x). +{ok,<0.666.0>} +2> code_lock:button(a). +ok +3> code_lock:button(b). +ok +4> code_lock:button(c). +ok +Open +5> code_lock:button(y). +ok +6> code_lock:set_lock_button(y). +x +% What should happen here? Immediate lock or nothing? +]]></code> + <p> + We could say that the button was pressed too early + so it is not to be recognized as the lock button. + Or we can make the lock button part of the state so + when we then change the lock button in the locked state, + the change becomes a state change + and all postponed events are retried, + therefore the lock is immediately locked! </p> <p> We define the state as <c>{StateName,LockButton}</c>, @@ -1627,8 +2121,8 @@ format_status(Opt, [_PDict,State,Data]) -> -define(NAME, code_lock_3). -export([start_link/2,stop/0]). --export([button/1,code_length/0,set_lock_button/1]). --export([init/1,callback_mode/0,terminate/3,code_change/4,format_status/2]). +-export([button/1,set_lock_button/1]). +-export([init/1,callback_mode/0,terminate/3]). -export([handle_event/4]). start_link(Code, LockButton) -> @@ -1637,77 +2131,69 @@ start_link(Code, LockButton) -> stop() -> gen_statem:stop(?NAME). -button(Digit) -> - gen_statem:call(?NAME, {button,Digit}). -code_length() -> - gen_statem:call(?NAME, code_length). +button(Button) -> + gen_statem:cast(?NAME, {button,Button}). set_lock_button(LockButton) -> gen_statem:call(?NAME, {set_lock_button,LockButton}). - + ]]></code> + <code type="erl"><![CDATA[ init({Code,LockButton}) -> process_flag(trap_exit, true), - Data = #{code => Code, remaining => undefined}, + Data = #{code => Code, length => length(Code), buttons => []}, {ok, {locked,LockButton}, Data}. callback_mode() -> [handle_event_function,state_enter]. -handle_event( - {call,From}, {set_lock_button,NewLockButton}, - {StateName,OldLockButton}, Data) -> - {next_state, {StateName,NewLockButton}, Data, - [{reply,From,OldLockButton}]}; -handle_event( - {call,From}, code_length, - {_StateName,_LockButton}, #{code := Code}) -> - {keep_state_and_data, - [{reply,From,length(Code)}]}; -%% %% State: locked +handle_event(enter, _OldState, {locked,_}, Data) -> + do_lock(), + {keep_state, Data#{buttons := []}}; +handle_event(state_timeout, button, {locked,_}, Data) -> + {keep_state, Data#{buttons := []}}; handle_event( - EventType, EventContent, - {locked,LockButton}, #{code := Code, remaining := Remaining} = Data) -> - case {EventType, EventContent} of - {enter, _OldState} -> - do_lock(), - {keep_state, Data#{remaining := Code}}; - {timeout, _} -> - {keep_state, Data#{remaining := Code}}; - {{call,From}, {button,Digit}} -> - case Remaining of - [Digit] -> % Complete - {next_state, {open,LockButton}, Data, - [{reply,From,ok}]}; - [Digit|Rest] -> % Incomplete - {keep_state, Data#{remaining := Rest}, - [{reply,From,ok}, 30000]}; - [_|_] -> % Wrong - {keep_state, Data#{remaining := Code}, - [{reply,From,ok}]} - end + cast, {button,Digit}, {locked,LockButton}, + #{code := Code, length := Length, buttons := Buttons} = Data) -> + NewButtons = + if + length(Buttons) < Length -> + Buttons; + true -> + tl(Buttons) + end ++ [Button], + if + NewButtons =:= Code -> % Correct + do_unlock(), + {next_state, {open,LockButton}, Data}; + true -> % Incomplete | Incorrect + {keep_state, Data#{buttons := NewButtons}, + [{state_timeout,30000,button}]} % Time in milliseconds end; + ]]></code> + <code type="erl"><![CDATA[ %% %% State: open +handle_event(enter, _OldState, {open,_}, _Data) -> + do_unlock(), + {keep_state_and_data, + [{state_timeout,10000,lock}]}; % Time in milliseconds +handle_event(state_timeout, lock, {open,_}, Data) -> + {next_state, locked, Data}; +handle_event(cast, {button,LockButton}, {open,LockButton}, Data) -> + {next_state, {locked,LockButton}, Data}; +handle_event(cast, {button,_}, {open,_}, Data) -> + {keep_state_and_data,[postpone]}; + ]]></code> + <code type="erl"><![CDATA[ +%% +%% Common events handle_event( - EventType, EventContent, - {open,LockButton}, Data) -> - case {EventType, EventContent} of - {enter, _OldState} -> - do_unlock(), - {keep_state_and_data, [{state_timeout,10000,lock}]}; - {state_timeout, lock} -> - {next_state, {locked,LockButton}, Data}; - {{call,From}, {button,Digit}} -> - if - Digit =:= LockButton -> - {next_state, {locked,LockButton}, Data, - [{reply,From,locked}]}; - true -> - {keep_state_and_data, - [postpone]} - end - end. - + {call,From}, {set_lock_button,NewLockButton}, + {StateName,OldLockButton}, Data) -> + {next_state, {StateName,NewLockButton}, Data, + [{reply,From,OldLockButton}]}. + ]]></code> + <code type="erl"><![CDATA[ do_lock() -> io:format("Locked~n", []). do_unlock() -> @@ -1716,29 +2202,7 @@ do_unlock() -> terminate(_Reason, State, _Data) -> State =/= locked andalso do_lock(), ok. -code_change(_Vsn, State, Data, _Extra) -> - {ok,State,Data}. -format_status(Opt, [_PDict,State,Data]) -> - StateData = - {State, - maps:filter( - fun (code, _) -> false; - (remaining, _) -> false; - (_, _) -> true - end, - Data)}, - case Opt of - terminate -> - StateData; - normal -> - [{data,[{"State",StateData}]}] - end. ]]></code> - <p> - It can be an ill-fitting model for a physical code lock - that the <c>button/1</c> call can hang until the lock - is locked. But for an API in general it is not that strange. - </p> </section> <!-- =================================================================== --> @@ -1770,17 +2234,15 @@ format_status(Opt, [_PDict,State,Data]) -> </p> <code type="erl"><![CDATA[ ... +%% %% State: open -handle_event( - EventType, EventContent, - {open,LockButton}, Data) -> - case {EventType, EventContent} of - {enter, _OldState} -> - do_unlock(), - {keep_state_and_data, - [{state_timeout,10000,lock},hibernate]}; +handle_event(enter, _OldState, {open,_}, _Data) -> + do_unlock(), + {keep_state_and_data, + [{state_timeout,10000,lock}, % Time in milliseconds + hibernate]}; ... - ]]></code> +]]></code> <p> The atom <seealso marker="stdlib:gen_statem#type-hibernate"><c>hibernate</c></seealso> @@ -1793,20 +2255,34 @@ handle_event( <p> To change that we would need to insert action <c>hibernate</c> in more places. - For example, for the state-independent <c>set_lock_button</c> - and <c>code_length</c> operations that then would have to - be aware of using <c>hibernate</c> while in the + For example, the state-independent <c>set_lock_button</c> + operation would have to use <c>hibernate</c> but only in the <c>{open,_}</c> state, which would clutter the code. </p> <p> - Another not uncommon scenario is to use the event time-out - to triger hibernation after a certain time of inactivity. + Another not uncommon scenario is to use the + <seealso marker="#Event Time-Outs">Event Time-Out</seealso> + to trigger hibernation after a certain time of inactivity. + There is also a server start option + <seealso marker="stdlib:gen_statem#type-hibernate_after_opt"> + <c>{hibernate_after, Timeout}</c> + </seealso> + for + <seealso marker="stdlib:gen_statem#start/3"> + <c>start/3,4</c> + </seealso> + or + <seealso marker="stdlib:gen_statem#start_link/3"> + <c>start_link/3,4</c> + </seealso> + that may be used to automatically hibernate the server. </p> <p> - This server probably does not use + This particular server probably does not use heap memory worth hibernating for. To gain anything from hibernation, your server would - have to produce some garbage during callback execution, + have to produce non-insignificant garbage + during callback execution, for which this example server can serve as a bad example. </p> </section> |