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author | Eskil Abrahamsen Blomfeldt <eskil.abrahamsen-blomfeldt@nokia.com> | 2009-11-03 09:05:11 (GMT) |
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committer | Eskil Abrahamsen Blomfeldt <eskil.abrahamsen-blomfeldt@nokia.com> | 2009-11-03 09:05:11 (GMT) |
commit | 4eff66941486568cd25dc9aaa372f9d36b84dad8 (patch) | |
tree | 43409eec7d72494bea734edc7d2aab3b86b49bcd /doc/src/frameworks-technologies | |
parent | b72d41cf30f82c74c10c31808907cc990c86efe6 (diff) | |
download | Qt-4eff66941486568cd25dc9aaa372f9d36b84dad8.zip Qt-4eff66941486568cd25dc9aaa372f9d36b84dad8.tar.gz Qt-4eff66941486568cd25dc9aaa372f9d36b84dad8.tar.bz2 |
doc: Polish documentation for state machine framework
Fix some examples and wording, and add some clarification based on
comments in documentation review session.
Reviewed-by: Kent Hansen
Diffstat (limited to 'doc/src/frameworks-technologies')
-rw-r--r-- | doc/src/frameworks-technologies/statemachine.qdoc | 104 |
1 files changed, 50 insertions, 54 deletions
diff --git a/doc/src/frameworks-technologies/statemachine.qdoc b/doc/src/frameworks-technologies/statemachine.qdoc index ed8bc85..ac10314 100644 --- a/doc/src/frameworks-technologies/statemachine.qdoc +++ b/doc/src/frameworks-technologies/statemachine.qdoc @@ -75,6 +75,11 @@ states can be configured to set properties and invoke methods on QObjects. Qt's event system is used to drive the state machines. + The state graph in the State Machine framework is hierarchical. States can be nested inside of + other states, and the current configuration of the state machine consists of the set of states + which are currently active. All the states in a valid configuration of the state machine will + have a common ancestor. + \section1 Classes in the State Machine Framework These classes are provided by qt for creating event-driven state machines. @@ -269,9 +274,17 @@ When a parallel state group is entered, all its child states will be simultaneously entered. Transitions within the individual child states - operate normally. However, any of the child states may take a transition - outside the parent state. When this happens, the parent state and all of its - child states are exited. + operate normally. However, any of the child states may take a transition which exits the parent + state. When this happens, the parent state and all of its child states are exited. + + The parallelism in the State Machine framework follows an interleaved semantics. All parallel + operations will be executed in a single, atomic step of the event processing, so no event can + interrupt the parallel operations. However, events will still be processed sequentially, since + the machine itself is single threaded. As an example: Consider the situation where there are two + transitions that exit the same parallel state group, and their conditions become true + simultaneously. In this case, the event that is processed last of the two will not have any + effect, since the first event will already have caused the machine to exit from the parallel + state. \section1 Detecting that a Composite State has Finished @@ -414,16 +427,7 @@ Take the following code: \code - QStateMachine machine; - machine.setGlobalRestorePolicy(QStateMachine::RestoreProperties); - - QState *s1 = new QState(); - s1->assignProperty(object, "fooBar", 1.0); - machine.addState(s1); - machine.setInitialState(s1); - - QState *s2 = new QState(); - machine.addState(s2); + \snippet doc/src/snippets/statemachine/main5.cpp 0 \endcode Lets say the property \c fooBar is 0.0 when the machine starts. When the machine is in state @@ -434,19 +438,7 @@ If we are using nested states, the parent defines a value for the property which is inherited by all descendants that do not explicitly assign a value to the property. \code - QStateMachine machine; - machine.setGlobalRestorePolicy(QStateMachine::RestoreProperties); - - QState *s1 = new QState(); - s1->assignProperty(object, "fooBar", 1.0); - machine.addState(s1); - machine.setInitialState(s1); - - QState *s2 = new QState(s1); - s2->assignProperty(object, "fooBar", 2.0); - s1->setInitialState(s2); - - QState *s3 = new QState(s1); + \snippet doc/src/snippets/statemachine/main5.cpp 2 \endcode Here \c s1 has two children: \c s2 and \c s3. When \c s2 is entered, the property \c fooBar @@ -461,13 +453,7 @@ Say we have the following code: \code - QState *s1 = new QState(); - QState *s2 = new QState(); - - s1->assignProperty(button, "geometry", QRectF(0, 0, 50, 50)); - s2->assignProperty(button, "geometry", QRectF(0, 0, 100, 100)); - - s1->addTransition(button, SIGNAL(clicked()), s2); + \snippet doc/src/snippets/statemachine/main5.cpp 3 \endcode Here we define two states of a user interface. In \c s1 the \c button is small, and in \c s2 @@ -477,14 +463,7 @@ object. \code - QState *s1 = new QState(); - QState *s2 = new QState(); - - s1->assignProperty(button, "geometry", QRectF(0, 0, 50, 50)); - s2->assignProperty(button, "geometry", QRectF(0, 0, 100, 100)); - - QSignalTransition *transition = s1->addTransition(button, SIGNAL(clicked()), s2); - transition->addAnimation(new QPropertyAnimation(button, "geometry")); + \snippet doc/src/snippets/statemachine/main5.cpp 4 \endcode Adding an animation for the property in question means that the property assignment will no @@ -504,28 +483,45 @@ property can potentially have any value, depending on the animation. In some cases, it can be useful to be able to detect when the property has actually been assigned - the value defined by a state. For this, we can use the state's polished() signal. + the value defined by a state. + + Say we have the following code: \code - QState *s1 = new QState(); - s1->assignProperty(button, "geometry", QRectF(0, 0, 50, 50)); + \snippet doc/src/snippets/statemachine/main5.cpp 5 + \endcode - QState *s2 = new QState(); + When \c button is clicked, the machine will transition into state \c s2, which will set the + geometry of the button, and then pop up a message box to alert the user that the geometry has + been changed. + + In the normal case, where animations are not used, this will operate as expected. However, if + an animation for the \c geometry of \c button is set on the transition between \c s1 and \c s2, + the animation will be started when \c s2 is entered, but the \c geometry property will not + actually reach its defined value before the animation is finished running. In this case, the + message box will pop up before the geometry of the button has actually been set. - s1->addTransition(s1, SIGNAL(polished()), s2); + To ensure that the message box does not pop up until the geometry actually reaches its final + value, we can use the state's polished() signal. The polished() signal will be emitted when the + the property is assigned its final value, whether this is done immediately or after the animation + has finished playing. + \code + \snippet doc/src/snippets/statemachine/main5.cpp 6 \endcode - The machine will be in state \c s1 until the \c geometry property has been set. Then it will - immediately transition into \c s2. If the transition into \c s1 has an animation for the \c - geometry property, then the machine will stay in \c s1 until the animation has finished. If there - is no animation, it will simply set the property and immediately enter state \c s2. + In this example, when \c button is clicked, the machine will enter \c s2. It will remain in state + \c s2 until the \c geometry property has been set to \c QRect(0, 0, 50, 50). Then it will + transition into \c s3. When \c s3 is entered, the message box will pop up. If the transition into + \c s2 has an animation for the \c geometry property, then the machine will stay in \c s2 until the + animation has finished playing. If there is no such animation, it will simply set the property and + immediately enter state \c s3. - Either way, when the machine is in state \c s2, the property \c geometry has been assigned the - defined value. + Either way, when the machine is in state \c s3, you are guaranteed that the property \c geometry + has been assigned the defined value. If the global restore policy is set to QStateMachine::RestoreProperties, the state will not emit the polished() signal until these have been executed as well. - \section1 What happens if a state is exited before the animation has finished + \section1 What Happens If A State Is Exited Before The Animation Has Finished If a state has property assignments, and the transition into the state has animations for the properties, the state can potentially be exited before the properties have been assigned to the @@ -545,7 +541,7 @@ If the target state does not assign any value to the property, there are two options: By default, the property will be assigned the value defined by the state it is leaving - (the value it would have been assigned if the animation had been permitted to finish playing.) If + (the value it would have been assigned if the animation had been permitted to finish playing). If a global restore policy is set, however, this will take precedence, and the property will be restored as usual. |