#if !defined(VOCAL_CONTEXT_HXX)
#define VOCAL_CONTEXT_HXX
/* ====================================================================
* The Vovida Software License, Version 1.0
*
* Copyright (c) 2000 Vovida Networks, Inc. All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
*
* 1. Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
*
* 2. Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in
* the documentation and/or other materials provided with the
* distribution.
*
* 3. The names "VOCAL", "Vovida Open Communication Application Library",
* and "Vovida Open Communication Application Library (VOCAL)" must
* not be used to endorse or promote products derived from this
* software without prior written permission. For written
* permission, please contact vocal@vovida.org.
*
* 4. Products derived from this software may not be called "VOCAL", nor
* may "VOCAL" appear in their name, without prior written
* permission of Vovida Networks, Inc.
*
* THIS SOFTWARE IS PROVIDED "AS IS" AND ANY EXPRESSED OR IMPLIED
* WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
* OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE, TITLE AND
* NON-INFRINGEMENT ARE DISCLAIMED. IN NO EVENT SHALL VOVIDA
* NETWORKS, INC. OR ITS CONTRIBUTORS BE LIABLE FOR ANY DIRECT DAMAGES
* IN EXCESS OF $1,000, NOR FOR ANY INDIRECT, INCIDENTAL, SPECIAL,
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
* OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE
* USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH
* DAMAGE.
*
* ====================================================================
*
* This software consists of voluntary contributions made by Vovida
* Networks, Inc. and many individuals on behalf of Vovida Networks,
* Inc. For more information on Vovida Networks, Inc., please see
* <http://www.vovida.org/>.
*
*/
static const char* const Context_hxx_Version =
"$Id: Context.hxx,v 1.2 2001/08/10 04:02:04 icahoon Exp $";
#include "Writer.hxx"
/** Infrastructure common to VOCAL.
*/
namespace Vocal
{
/** Infrastructure in VOCAL related to "algorithms and the assignment of
* responsibilities between objects".<br><br>
*
* See Design Patterns, ISBN 0-201-63361-2, Chapter 5.
*/
namespace Behavioral
{
class Stimulus;
class StateInterface;
/** The basis of a finite state machine.<br><br>
*
* The context is responsible for maintaining the current state of the
* finite state machine, and provide and means to set and verify the
* starting and stopping states of that machine. Users of finite
* state machines will typically only interface with the finite state
* machine class that extends this class.
*
* @see Vocal::Behavioral::StateInterface
* @see Vocal::Behavioral::Stimulus
*/
class Context : public Vocal::IO::Writer
{
protected:
/** Default constructor
*/
Context();
public:
/** Virtual destructor
*/
virtual ~Context();
/** Reset the current state back to the starting state.
*/
void reset() throw();
/** Reset the current state to the given state.
*/
void reset(StateInterface &) throw();
/** Set the starting state to the given state.
*/
void startState(StateInterface &);
/** Query the context whether the current state is the starting state.
*/
bool inStartState() const;
/** Set the stopping state to the given state.
*/
void stopState(StateInterface &);
/** Query the context whether the current state is the stopping state.
*/
bool inStopState() const;
/** Pass a stimulus to the current state.
*/
void stimulate(const Stimulus &) throw ();
/** Write the context to am ostream.
*/
virtual ostream & writeTo(ostream &) const;
/** The name of this class of context.
*/
virtual const char * name() const = 0;
/** Query the context whether the current state is the same as the
* given state.
*/
bool verifyState(const StateInterface &);
private:
StateInterface * myState;
StateInterface * myStartState;
StateInterface * myStopState;
};
} // namespace Behavioral
} // namespace Vocal
#endif // !defined(VOCAL_CONTEXT_HXX)
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