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When the "Add tank" menu item is selected, the "plugins" subdirectory in the example's directory is searched for compatible plugins. If any are found, they will be listed in a dialog box created using QInputDialog::getItem(). \snippet examples/statemachine/tankgame/mainwindow.cpp 1 If the user selects a plugin, the application will construct a TankItem object, which inherits from QGraphicsItem and QObject, and which implements an agreed-upon interface using the meta-object mechanism. \snippet examples/statemachine/tankgame/tankitem.h 0 The tank item will be passed to the plugin's create() function. This will in turn return a QState object which is expected to implement an artificial intelligence which controls the tank and attempts to destroy other tanks it detects. \snippet examples/statemachine/tankgame/mainwindow.cpp 2 Each returned QState object becomes a descendant of a \c region in the "running" state, which is defined as a parallel state. This means that entering the "running" state will cause each of the plugged-in QState objects to be entered simultaneously, allowing the tanks to run independently of each other. \snippet examples/statemachine/tankgame/mainwindow.cpp 0 The maximum number of tanks on the map is four, and when this number is reached, the "Add tank" menu item should be disabled. This is implemented by giving the "stopped" state two children which define whether the map is full or not. \snippet examples/statemachine/tankgame/mainwindow.cpp 5 To make sure that we go into the correct child state when returning from the "running" state (if the "Stop game" menu item is selected while the game is running) we also give the "stopped" state a history state which we make the initial state of "stopped" state. \snippet examples/statemachine/tankgame/mainwindow.cpp 3 Since part of the state graph is defined by external plugins, we have no way of controlling whether they contain errors. By default, run-time errors are handled in the state machine by entering a top level state which prints out an error message and never exits. If we were to use this default behavior, a run-time error in any of the plugins would cause the "running" state to exit, and thus all the other tanks to stop running as well. A better solution would be if the broken plugin was disabled and the rest of the tanks allowed to continue as before. This is done by setting the error state of the plugin's top-most state to a special error state defined specifically for the plugin in question. \snippet examples/statemachine/tankgame/mainwindow.cpp 4 If a run-time error occurs in \c pluginState or any of its descendants, the state machine will search the hierarchy of ancestors until it finds a state whose error state is different from \c null. (Note that if we are worried that a plugin could inadvertedly be overriding our error state, we could search the descendants of \c pluginState and verify that their error states are set to \c null before accepting the plugin.) The specialized \c errorState sets the "enabled" property of the tank item in question to false, causing it to be painted with a red cross over it to indicate that it is no longer running. Since the error state is a child of the same region in the parallel "running" state as \c pluginState, it will not exit the "running" state, and the other tanks will continue running without disruption. */