ControlStateMachine Class |
The Control State Machine implements a finite-state machine (FSM). It can only be in one of the States defined, being the CurrentState. Each State has its own transition table, TransitionTable, defining conditions for changing to a new state, and an Action is associated to every state.
Actions can be reused by several states, but actions cannot (should not) be reused between by several ControlStateMachine's.
Namespace: DHI.Mike1D.ControlModule
The ControlStateMachine type exposes the following members.
Name | Description | |
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ControlStateMachine |
Default constructor
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ControlStateMachine(Boolean) |
Constructor
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ControlStateMachine(String) |
Constructor
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Name | Description | |
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Actions |
Actions in the state machine.
Actions may be reused, so number of actions may be less than number of states. Do not modify this list. | |
CurrentState |
The current state of the machine.
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Id |
The Id of the machine.
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IsActive |
Shows if the control state machine is active.
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States |
States in the state machine.
Do not modify this list. Use CreateState(IAction) to add to list. |
Name | Description | |
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Activate | Activate the control state machine | |
CreateSimpleControl |
Create a simple control that at every time step applies the specified action.
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CreateState |
Create a new state, add it to the state machine and
return it.
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Deactivate | Deactivate the control state machine | |
Equals | Determines whether the specified object is equal to the current object. (Inherited from Object.) | |
Finalize | Allows an object to try to free resources and perform other cleanup operations before it is reclaimed by garbage collection. (Inherited from Object.) | |
GetHashCode | Serves as the default hash function. (Inherited from Object.) | |
GetOrCreateAction |
Get action with id, or create it if it does not exist
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GetType | Gets the Type of the current instance. (Inherited from Object.) | |
Initialize |
Initialize state machine
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MemberwiseClone | Creates a shallow copy of the current Object. (Inherited from Object.) | |
ReplaceAction |
Replace one action with a new action, updating the Actions list
and also the action in all states.
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Reset |
Reset the state machine and all the states.
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SetGlobalStateTransitionTable |
Set the same transition table to all states
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SetStateTransitionTable |
Set the same transition table to all states
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ToString | Returns a string that represents the current object. (Inherited from Object.) | |
Update |
Update control state machine for the given time interval
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UpdateStateAction | ||
Validate |
Validate state machine and all states.
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