NAME
POE::NFA - event driven nondeterministic finite automaton
SYNOPSIS
# Import POE::NFA constants.
use POE::NFA;
# Define a machine's states, each state's events, and the coderefs
# that handle each event.
my %states = (
start => {
event_one => \&handler_one,
event_two => \&handler_two,
...,
},
other_state => {
event_n => \&handler_n,
event_n_plus_one => \&handler_n_plus_one,
...,
},
...,
);
# Spawn an NFA and enter its initial state.
POE::NFA->spawn(
inline_states => \%states
)->goto_state( $start_state, $start_event );
# Move to a new state.
$machine->goto_state( $new_state, $new_event, @args );
# Put the current state on a stack, and move to a new one.
$machine->call_state( $return_event, $new_state, $new_event, @args );
# Move to the previous state on the call stack.
$machine->return_state( @returns );
# Forcibly stop a machine.
$machine->stop();
DESCRIPTION
POE::NFA combines a runtime context with an event driven nondeterministic finite state machine. Its main difference from POE::Session is that it can embody many different states, and each state has a separate group of event handlers. Events are delivered to the appropriate handlers in the current state only, and moving to a new state is an inexpensive way to change what happens when an event arrives.
This manpage only discusses POE::NFA's differences from POE::Session. It assumes a familiarity with Session's manpage, and it will refer there whenever possible.
PUBLIC METHODS
See POE::Session's documentation.
- ID
-
See POE::Session.
- create
-
POE::NFA does not have a create() constructor.
- get_current_state
-
get_current_state()
returns the name of the machine's current state. This method is mainly used for getting the state of some other machine. In the machine's own event handlers, it's easier to just access$_[STATE]
. - get_runstate
-
get_runstate()
returns the machine's current runstate. This is equivalent toget_heap()
in POE::Session. In the machine's own handlers, it's easier to just access$_[RUNSTATE]
. - new
-
POE::NFA does not have a new() constructor.
- spawn STATE_NAME => HANDLERS_HASHREF, ...
-
spawn()
is POE::NFA's session constructor. It reflects the idea that new state machines are spawned like threads or processes. The machine itself is defined as a list of state names and hashrefs mapping events to handlers within each state.my %machine = ( state_1 => { event_1 => \&handler_1, event_2 => \&handler_2, }, state_2 => { event_1 => \&handler_3, event_2 => \&handler_4, }, );
Each state may define the same events. The proper handler will be called depending on the machine's current state. For example, if
event_1
is dispatched while the previous machine is instate_2
, then&handler_3
is called to handle the event. It happens because the state -> event -> handler map looks like this:$machine{state_2}->{event_1} = \&handler_3;
The spawn() method currently only accepts
inline_states
andoptions
. Others will be added as necessary. - option
-
See POE::Session.
- postback
-
See POE::Session.
- callback
-
See POE::Session.
- goto_state NEW_STATE
- goto_state NEW_STATE, ENTRY_EVENT
- goto_state NEW_STATE, ENTRY_EVENT, EVENT_ARGS
-
goto_state
puts the machine into a new state. If an ENTRY_EVENT is specified, then that event will be dispatched when the machine enters the new state. EVENT_ARGS, if included, will be passed to the entry event's handler viaARG0..$#_
.my $machine = $_[MACHINE]; $machine->goto_state( 'next_state' ); $machine->goto_state( 'next_state', 'call_this_event' ); $machine->goto_state( 'next_state', 'call_this_event', @with_these_args );
- stop
-
stop()
forces a machine to stop. It's similar to posting_stop
to the machine, but it performs some extra NFA cleanup. The machine will also stop gracefully if it runs out of things to do, just like POE::Session.stop()
is heavy-handed. It will force resource cleanup. Circular references in the machine'sRUNSTATE
are not POE's responsibility and may cause memory leaks.$_[MACHINE]->stop();
- call_state RETURN_EVENT, NEW_STATE
- call_state RETURN_EVENT, NEW_STATE, ENTRY_EVENT
- call_state RETURN_EVENT, NEW_STATE, ENTRY_EVENT, EVENT_ARGS
-
call_state()
is similar togoto_state()
, but it pushes the current state on a stack. At some point areturn_state()
call will pop the saved state and cause the machine to return there.call_state()
accepts one parameter different fromgoto_state()
, and that isRETURN_EVENT
.RETURN_EVENT
specifies the event to emit when the machine returns to the calling state. That is, the called state returns to the caller'sRETURN_EVENT
handler. TheRETURN_EVENT
handler receivesreturn_states()
'sRETURN_ARGS
viaARG0..$#_
.$machine->call_state( 'return_here', 'new_state', 'entry_event' );
As with
goto_state()
,ENTRY_EVENT
is the event that will be emitted once the machine enters its new state.ENTRY_ARGS
are parameters passed to theENTRY_EVENT
handler viaARG0..$#_
. - return_state
- return_state RETURN_ARGS
-
return_state()
returns to the most recent state which calledcall_state()
, optionally invoking the calling state'sRETURN_EVENT
, possibly withRETURN_ARGS
passed to it viaARG0..$#_
.$_[MACHINE]->return_state( ); $_[MACHINE]->return_state( 'success', $success_value );
PREDEFINED EVENT FIELDS
POE::NFA's predefined event fields are the same as POE::Session's with the following three exceptions.
- MACHINE
-
MACHINE
is equivalent to Session'sSESSION
field. It hold a reference to the current state machine, and it's useful for calling methods on it. See POE::Session'sSESSION
field for more information.$_[MACHINE]->goto_state( $next_state, $next_state_entry_event );
- RUNSTATE
-
RUNSTATE
is equivalent to Session'sHEAP
field. It holds an anonymous hash reference which POE is guaranteed not to touch. See POE::Session'sHEAP
field for more information. - STATE
-
STATE
contains the name of the machine's current state. It is not equivalent to anything from POE::Session. - EVENT
-
EVENT
is equivalent to Session'sSTATE
field. It holds the name of the event which invoked the current handler. See POE::Session'sSTATE
field for more information.
PREDEFINED EVENT NAMES
POE::NFA defines four events of its own. See POE::Session's "PREDEFINED EVENT NAMES" section for more information about other predefined events.
- poe_nfa_goto_state
- poe_nfa_pop_state
- poe_nfa_push_state
- poe_nfa_stop
-
POE::NFA uses these states internally to manage state transitions and stopping the machine in an orderly fashion. There may be others in the future, and they will all follow the /^poe_nfa_/ naming convention. To avoid conflicts, please don't define events beginning with "poe_nfa_".
MISCELLANEOUS CONCEPTS
States' Return Values
See POE::Session.
Resource Tracking
See POE::Session.
Synchronous and Asynchronous Events
See POE::Session.
Postbacks
See POE::Session.
Job Control and Family Values
See POE::Session.
SEE ALSO
Many of POE::NFA's features are taken directly from POE::Session. Please see POE::Session for more information.
The SEE ALSO section in POE contains a table of contents covering the entire POE distribution.
BUGS
See POE::Session's documentation.
Object and package states aren't implemented. Some other stuff is just lashed together with twine. POE::NFA needs some more work. Please send comments and suggestions to bug-poe@rt.cpan.org. Thank you.
AUTHORS & COPYRIGHTS
Please see POE for more information about authors and contributors.