From dab3eafd37a8151ae932f553a487bbee1f4d4656 Mon Sep 17 00:00:00 2001 From: nobody Date: Mon, 11 Dec 2006 05:02:35 +0000 Subject: [PATCH] This commit was manufactured by cvs2svn to create branch 'RC_1_34_0'. [SVN r36324] --- example/fsm/README.txt | 28 ++++++++++++++++++++++++++++ 1 file changed, 28 insertions(+) create mode 100644 example/fsm/README.txt diff --git a/example/fsm/README.txt b/example/fsm/README.txt new file mode 100644 index 0000000..0f4863f --- /dev/null +++ b/example/fsm/README.txt @@ -0,0 +1,28 @@ +What's In This Directory +======================== + +* player1.cpp - this is exactly what's covered in C++ Template + Metaprogramming (http://www.boost-consulting.com/mplbook); in fact, + it was auto-extracted from the examples as shown in the book. The + state machine framework and its use are together in one .cpp file; + normally they would be separated. You can think of the framework as + ending with the definition of the generate_dispatcher class + template. + + You can ignore the typedef called "dummy;" that was included in order to + test an intermediate example that appears in the book. + +* player2.cpp - this example demonstrates that the abstraction of the + framework is complete by replacing its implementation with one that + dispatches using O(1) table lookups, while still using the same code + to describe the particular FSM. Look at this one if you want to see + how to generate a static lookup table that's initialized at dynamic + initialization time. + +* player.cpp, state_machine.hpp - This example predates the book, and + is more sophisticated in some ways than what we cover in the other + examples. In particular, it supports state invariants, and it + maintains an internal event queue, which requires an additional + layer of runtime dispatching to sort out the next event to be + processed. +