/usr/include/IGSTK/igstkStateMachine.txx is in libigstk4-dev 4.4.0-2build2.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
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Program: Image Guided Surgery Software Toolkit
Module: $RCSfile: igstkStateMachine.txx,v $
Language: C++
Date: $Date: 2008-02-11 01:41:51 $
Version: $Revision: 1.49 $
Copyright (c) ISC Insight Software Consortium. All rights reserved.
See IGSTKCopyright.txt or http://www.igstk.org/copyright.htm for details.
This software is distributed WITHOUT ANY WARRANTY; without even
the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
PURPOSE. See the above copyright notices for more information.
=========================================================================*/
#ifndef __igstkStateMachine_txx
#define __igstkStateMachine_txx
#include "igstkStateMachine.h"
#include "igstkEvents.h"
namespace igstk
{
template<class TClass>
StateMachine< TClass >
::StateMachine( TClass * owner )
{
m_This = owner;
m_ReadyToRun = false;
m_InitialStateSelected = false;
}
template<class TClass>
StateMachine< TClass >
::~StateMachine()
{
// Release memory from Transitions container
TransitionIterator transitionItr = m_Transitions.begin();
TransitionIterator transitionEnd = m_Transitions.end();
while( transitionItr != transitionEnd )
{
delete transitionItr->second;
++transitionItr;
}
m_Transitions.clear();
}
template<class TClass>
void
StateMachine< TClass >
::AddInput( const InputType & input, const InputDescriptorType & descriptor )
{
/** The structure of the StateMachineToken guarantees that identifiers are
* unique. */
m_Inputs[ input.GetIdentifier() ] = descriptor;
}
template<class TClass>
void
StateMachine< TClass >
::AddState( const StateType & state, const StateDescriptorType & descriptor )
{
/** The structure of the StateMachineToken guarantees that identifiers are
* unique. Here we create a new entry by invoking the bracket [] operator.
* NOTE: This is the *ONLY* place where the bracket operator can be used
* safely;
* in any other case we risk to create a state entry by accident. */
m_States[ state.GetIdentifier() ] = descriptor;
}
template<class TClass>
std::string
StateMachine< TClass >
::GetStateDescriptor( const StateIdentifierType & stateId )
{
StatesConstIterator stateItr = m_States.find( stateId );
if( stateItr != m_States.end() )
{
return stateItr->second;
}
else
{
std::string message = "This state has not been registered";
return message;
}
}
template<class TClass>
std::string
StateMachine< TClass >
::GetInputDescriptor( const InputIdentifierType & inputId )
{
InputConstIterator inputItr = m_Inputs.find( inputId );
if( inputItr != m_Inputs.end() )
{
return inputItr->second;
}
else
{
std::string message = "This input has not been registered";
return message;
}
}
template<class TClass>
void
StateMachine< TClass >
::SelectInitialState( const StateType & initialState )
{
if( m_ReadyToRun )
{
igstkLogMacroStatic( m_This, CRITICAL, "In class "
<< m_This->GetNameOfClass()
<< " Error: attempt to invoke SelectInitialState() "
<< " but the machine is ready to go "
<< " There is no reason for invoking SelectInitialState() after "
<< " SetReadyToRun(). Something should be wrong in the logic"
<< " of your state machine programming.\n" );
return;
}
StatesConstIterator state =
m_States.find( initialState.GetIdentifier() );
if( state == m_States.end() )
{
igstkLogMacroStatic( m_This, CRITICAL, "In class "
<< m_This->GetNameOfClass()
<< " State selected as initial state has not been defined yet. "
<< " Attempted state = " << initialState.GetIdentifier() << "\n" );
return;
}
m_State = state->first;
m_InitialStateSelected = true;
}
template<class TClass>
void
StateMachine< TClass >
::SetReadyToRun()
{
if( m_ReadyToRun )
{
igstkLogMacroStatic( m_This, CRITICAL, "In class "
<< m_This->GetNameOfClass()
<< " Error: attempt to invoke SetReadyToRun() "
<< " but the machine is ready to go "
<< " There is no reason for invoking SetReadyToRun() twice."
<< " Something should be wrong in the logic or your "
<< " state machine programming.\n" );
return;
}
if( !m_InitialStateSelected )
{
igstkLogMacroStatic( m_This, CRITICAL, "In class "
<< m_This->GetNameOfClass()
<< " Error: No initial state has been selected. "
<< " You must select an initial State out of the "
<< " set of states defined for the State Machine.\n" );
return;
}
// Verify the completeness of the Transition table
{
// First, verify that the Transition Table has an entry for every State
StatesConstIterator stateItr = m_States.begin();
StatesConstIterator stateEnd = m_States.end();
while( stateItr != stateEnd )
{
TransitionConstIterator transitionsFromThisState =
m_Transitions.find( stateItr->first );
if( transitionsFromThisState == m_Transitions.end() )
{
igstkLogMacroStatic( m_This, CRITICAL, "In class "
<< m_This->GetNameOfClass()
<< " Error: The Transition Table is Not Complete.\n"
<< " There are no transitions for \n"
<< " State: " << stateItr->second << "\n" );
++stateItr;
continue;
}
// Second, verify that the State row has entries for every Input.
InputConstIterator inputItr = m_Inputs.begin();
InputConstIterator inputEnd = m_Inputs.end();
TransitionsPerInputConstIterator transitionEnd =
transitionsFromThisState->second->end();
while( inputItr != inputEnd )
{
TransitionsPerInputConstIterator transitionItr =
transitionsFromThisState->second->find( inputItr->first );
if( transitionItr == transitionEnd )
{
igstkLogMacroStatic( m_This, CRITICAL, "In class "
<< m_This->GetNameOfClass()
<< " Error: The Transition Table is Not Complete.\n"
<< " There is no transition for \n"
<< " State: " << stateItr->second
<< " Input: " << inputItr->second << "\n" );
}
++inputItr;
}
++stateItr;
}
}
m_ReadyToRun = true;
}
template<class TClass>
void
StateMachine< TClass >
::PushInput( const InputType & input )
{
m_QueuedInputs.push( input.GetIdentifier() );
}
template<class TClass>
void
StateMachine< TClass >
::PushInputBoolean( bool condition, const InputType & inputIfTrue,
const InputType & inputIfFalse )
{
const InputType *input = & inputIfFalse;
if ( condition )
{
input = & inputIfTrue;
}
m_QueuedInputs.push( input->GetIdentifier() );
}
template<class TClass>
void
StateMachine< TClass >
::ProcessInputs()
{
while( ! m_QueuedInputs.empty() )
{
InputIdentifierType inputId = m_QueuedInputs.front();
m_QueuedInputs.pop();
// WARNING: It is very important to do the pop() before invoking
// ProcessInput() otherwise the inputs will accumulate in the queue.
this->ProcessInput( inputId );
}
}
template<class TClass>
void
StateMachine< TClass >
::ProcessInput( const InputIdentifierType & inputIdentifier )
{
if( !m_ReadyToRun )
{
igstkLogMacroStatic( m_This, CRITICAL, "In class "
<< m_This->GetNameOfClass()
<< " Error: attempt to invoke a StateTransition "
<< " but the machine is not ready to go"
<< " You must invoke the method SetReadyToRun() first.\n" );
return;
}
TransitionConstIterator transitionsFromThisState =
m_Transitions.find( m_State );
if( transitionsFromThisState == m_Transitions.end() )
{
igstkLogMacroStatic( m_This, CRITICAL, "In class "
<< m_This->GetNameOfClass()
<< " No transitions have been defined for current state "
<< " State = " << m_State
<< " [" << this->GetStateDescriptor( m_State ) << "]\n" );
return;
}
TransitionsPerInputConstIterator transitionItr =
transitionsFromThisState->second->find( inputIdentifier );
if( transitionItr == transitionsFromThisState->second->end() )
{
igstkLogMacroStatic( m_This, CRITICAL, "In class "
<< m_This->GetNameOfClass()
<< " No transitions have been defined for current state and input "
<< " State = " << m_State
<< " [" << this->GetStateDescriptor( m_State ) << "]"
<< " Input = " << inputIdentifier
<< " [" << this->GetInputDescriptor( inputIdentifier ) << "]\n" );
return;
}
StateActionPair transition = transitionItr->second;
const StateIdentifierType previousState = m_State;
// set the new state
m_State = transition.GetStateIdentifier();
const StateIdentifierType nextState = m_State;
igstkLogMacroStatic( m_This, DEBUG, "State transition is being made : "
<< m_This->GetNameOfClass() << " "
<< " PointerID " << m_This << " "
<< this->GetStateDescriptor( previousState ) << "(" << previousState << ") "
<< " with " << this->GetInputDescriptor( inputIdentifier )
<< "(" << inputIdentifier << ") ---> "
<< this->GetStateDescriptor( nextState ) << "(" << nextState << ").\n" );
// call the transition function
if( transition.GetAction() )
{
((*m_This).*(transition.GetAction()))();
}
}
template<class TClass>
void
StateMachine< TClass >
::AddTransition( const StateType & state,
const InputType & input,
const StateType & newState,
const ActionType & action )
{
// First check if the State exists
StatesConstIterator stateItr = m_States.find( state.GetIdentifier() );
if( stateItr == m_States.end() )
{
igstkLogMacroStatic( m_This, CRITICAL, "In class "
<< m_This->GetNameOfClass()
<< " Attempt to add a Transition for a State that does not exist"
<< " Attempted state = " << state.GetIdentifier()
<< " [" << this->GetStateDescriptor( state.GetIdentifier() ) << "]"
<< " Attempted input = " << input.GetIdentifier()
<< " [" << this->GetInputDescriptor( input.GetIdentifier() ) << "]"
<< " Attempted new state = " << newState.GetIdentifier()
<< " [" << this->GetStateDescriptor( newState.GetIdentifier() )
<< "] \n" );
return;
}
// Then check if the Input exists
InputConstIterator inputItr = m_Inputs.find( input.GetIdentifier() );
if( inputItr == m_Inputs.end() )
{
igstkLogMacroStatic( m_This, CRITICAL, "In class "
<< m_This->GetNameOfClass()
<< " Attempt to add a Transition for an Input that does not exist"
<< " Attempted state = " << state.GetIdentifier()
<< " [" << this->GetStateDescriptor( state.GetIdentifier() ) << "]"
<< " Attempted input = " << input.GetIdentifier()
<< " [" << this->GetInputDescriptor( input.GetIdentifier() ) << "]"
<< " Attempted new state = " << newState.GetIdentifier()
<< " [" << this->GetStateDescriptor( newState.GetIdentifier() )
<< "] \n" );
return;
}
// Check if the new State exists
StatesConstIterator newstateItr = m_States.find( newState.GetIdentifier() );
if( newstateItr == m_States.end() )
{
igstkLogMacroStatic( m_This, CRITICAL, "In class "
<< m_This->GetNameOfClass()
<< " Attempt to add a Transition for a New State that does not exist"
<< " Attempted state = " << state.GetIdentifier()
<< " [" << this->GetStateDescriptor( state.GetIdentifier() ) << "]"
<< " Attempted input = " << input.GetIdentifier()
<< " [" << this->GetInputDescriptor( input.GetIdentifier() ) << "]"
<< " Attempted new state = " << newState.GetIdentifier()
<< " [" << this->GetStateDescriptor( newState.GetIdentifier() )
<< "] \n" );
return;
}
// Search for existing Transitions for that State
TransitionConstIterator transitionsFromThisState =
m_Transitions.find( state.GetIdentifier() );
if( transitionsFromThisState == m_Transitions.end() )
{
// No transition has been created for this particular state.
// Therefore create a new entry for it.
TransitionsPerInputContainer *transitionsPerInput =
new TransitionsPerInputContainer;
// Insert the new state that should be assumed if the input is received.
StateActionPair transition( newState.GetIdentifier(), action );
(*transitionsPerInput)[ input.GetIdentifier() ] = transition;
// Add the transitionsPerInput container to the Transitions container.
m_Transitions[ state.GetIdentifier() ] = transitionsPerInput;
}
else
{
// Check if the particular Input has already an Entry here
TransitionsPerInputConstIterator transitionsFromThisStateAndInput =
transitionsFromThisState->second->find(input.GetIdentifier() );
if( transitionsFromThisStateAndInput !=
transitionsFromThisState->second->end() )
{
// There is already an entry for this input. This is suspicious
// because the user may be overriding a previous transition by
// accident.
StateIdentifierType newStateIdentifier =
transitionsFromThisStateAndInput->second.GetStateIdentifier();
igstkLogMacroStatic( m_This, CRITICAL, "In class "
<< m_This->GetNameOfClass()
<< " Attempt to override an existing transition. "
<< " Please verify the programming of your state machine. "
<< " There is already a transition defined for the combination: "
<< " State = " << state.GetIdentifier()
<< " [" << this->GetStateDescriptor( state.GetIdentifier() ) << "] "
<< " Input = " << input.GetIdentifier()
<< " [" << this->GetInputDescriptor( input.GetIdentifier() ) << "] "
<< " New state = " << newStateIdentifier
<< " [" << this->GetStateDescriptor( newStateIdentifier ) << "] \n" );
return;
}
else
{
// Finally, add the Transition: new State to assume when the specific
// Input is received. and the Action to be taken.
StateActionPair newTransition( newState.GetIdentifier(), action );
(*(transitionsFromThisState->second))[input.GetIdentifier()]
= newTransition;
}
}
}
/** The syntax of the string generated by this method is
* taken from "dot" documentation available at:
* http://www.research.att.com/sw/tools/graphviz/dotguide.pdf
* If this string is saved to a file, the file will be
* a valid input for the "dot" tool. */
template<class TClass>
void
StateMachine< TClass >
::ExportDescription( OutputStreamType & ostr, bool skipLoops=false ) const
{
ostr << "digraph G {" << std::endl;
// Export all the transitions between states
TransitionConstIterator transitionsFromThisState =
m_Transitions.begin();
while( transitionsFromThisState != m_Transitions.end() )
{
TransitionsPerInputConstIterator transitionsFromThisStateAndInput =
transitionsFromThisState->second->begin();
while( transitionsFromThisStateAndInput !=
transitionsFromThisState->second->end() )
{
// find the label that identify the input.
InputDescriptorType label;
InputConstIterator inputItr = m_Inputs.find(
transitionsFromThisStateAndInput->first );
if( inputItr != m_Inputs.end() )
{
label = inputItr->second;
}
if( !skipLoops ||
transitionsFromThisState->first !=
transitionsFromThisStateAndInput->second.GetStateIdentifier() )
{
ostr << transitionsFromThisState->first << " -> ";
ostr << transitionsFromThisStateAndInput->second.GetStateIdentifier();
ostr << " [label=\"" << label << "\"";
ostr << " fontname=Helvetica, fontcolor=Blue";
ostr << "];" << std::endl;
}
++transitionsFromThisStateAndInput;
}
++transitionsFromThisState;
}
// Export the descriptions of all states
StatesConstIterator stateId = m_States.begin();
while( stateId != m_States.end() )
{
ostr << stateId->first << " [label=\"";
ostr << stateId->second << "\"";
ostr << " fontname=Helvetica, fontcolor=Black";
ostr << "];" << std::endl;
++stateId;
}
ostr << "}" << std::endl;
}
template<class TClass>
void
StateMachine< TClass >
::ExportDescriptionToLTS( OutputStreamType & ostr, bool skipLoops=false ) const
{
// Export all the transitions between states
int out_count = 0;
int in_count = 0;
int in_flag = 0;
int out_flag = 0;
StatesConstIterator stateId;
TransitionConstIterator transitionsFromThisState = m_Transitions.begin();
while( transitionsFromThisState != m_Transitions.end() )
{
out_count++;
++transitionsFromThisState;
}
transitionsFromThisState = m_Transitions.begin();
while( transitionsFromThisState != m_Transitions.end() )
{
TransitionsPerInputConstIterator transitionsFromThisStateAndInput =
transitionsFromThisState->second->begin();
in_count = 0;
while( transitionsFromThisStateAndInput !=
transitionsFromThisState->second->end() )
{
in_count ++;
++transitionsFromThisStateAndInput;
}
transitionsFromThisStateAndInput =
transitionsFromThisState->second->begin();
in_flag = 1;
while( transitionsFromThisStateAndInput
!= transitionsFromThisState->second->end() )
{
// find the label that identify the input.
InputDescriptorType label;
InputConstIterator inputItr =
m_Inputs.find( transitionsFromThisStateAndInput->first );
if( inputItr != m_Inputs.end() )
{
label = inputItr->second;
}
if( !skipLoops ||
transitionsFromThisState->first !=
transitionsFromThisStateAndInput->second.GetStateIdentifier() )
{
if (in_flag ==1)
{
stateId = m_States.begin();
while( stateId != m_States.end() )
{
if(stateId->first == transitionsFromThisState->first)
{
ostr << stateId->second << " = ( ";
}
++stateId;
}
}
// LTSA requires the descriptor to start with a lowercase
label[0] = tolower( label[0] );
ostr << label << " -> ";
stateId = m_States.begin();
while( stateId != m_States.end() )
{
if(stateId->first ==
transitionsFromThisStateAndInput->second.GetStateIdentifier())
{
ostr << stateId->second;
}
++stateId;
}
if(in_flag<in_count)
{
ostr << "|" << std::endl;
in_flag ++;
}
else
{
ostr << ")";
}
}
++transitionsFromThisStateAndInput;
} // in-while
out_flag++;
if( out_flag < out_count )
{
ostr << "," << std::endl;
}
else
{
ostr << "." << std::endl;
}
++transitionsFromThisState;
} //out-while
}
template<class TClass>
void
StateMachine< TClass >
::ExportDescriptionToSCXML( OutputStreamType & ostr, bool skipLoops ) const
{
// Export the descriptions of all states
StatesConstIterator stateId = m_States.begin();
//write scxml header
ostr << "<?xml version=\"1.0\" encoding=\"us-ascii\"?>" << std::endl;
ostr << "<scxml version=\"1.0\"";
// The following XML namespace should work but is giving the parser problems
// xmlns="\"http://www.w3.org/2005/07/scxml\"";
ostr << std::endl;
if( stateId != m_States.end() )
{
ostr << "initialstate=\""<< stateId->second << "\"" << std::endl;
}
ostr << ">" << std::endl;
//end of scxml header
//write scxml body
while( stateId != m_States.end() )
{
//write a state
ostr << " <state id=";
ostr << "\"" << stateId->second <<"\">" << std::endl;
// Search for existing Transitions for that State
TransitionConstIterator transitionsFromThisState = m_Transitions.begin();
while( transitionsFromThisState != m_Transitions.end() )
{
if( stateId->first == transitionsFromThisState->first )
{
TransitionsPerInputConstIterator transitionsFromThisStateAndInput =
transitionsFromThisState->second->begin();
while( transitionsFromThisStateAndInput !=
transitionsFromThisState->second->end() )
{
// find the label that identifies the input.
InputDescriptorType label;
InputConstIterator inputItr = m_Inputs.find(
transitionsFromThisStateAndInput->first );
if( inputItr != m_Inputs.end() )
{
label = inputItr->second;
}
// LTSA requires the descriptor to start with a lowercase
label[0] = tolower( label[0] );
if( !skipLoops || transitionsFromThisState->first !=
transitionsFromThisStateAndInput->second.GetStateIdentifier() )
{
StateIdentifierType newStateIdentifier =
transitionsFromThisStateAndInput->second.GetStateIdentifier();
ostr << " <transition event=";
ostr << "\"" << label << "\">" << std::endl;
ostr << " <target next=";
//get next state
StatesConstIterator stateItr = m_States.find(newStateIdentifier);
if( stateItr != m_States.end() )
{
ostr << "\"" << stateItr->second;
}
ostr << "\"/>" << std::endl;
ostr << " </transition>" << std::endl;
}
++transitionsFromThisStateAndInput;
}
}
++transitionsFromThisState;
}
++stateId;
ostr << " </state>" << std::endl;
}
//write end tag of scxml file
ostr <<"</scxml>"<< std::endl;
}
/** Print Self function */
template<class TClass>
void
StateMachine< TClass >
::PrintSelf( std::ostream& os, itk::Indent indent ) const
{
os << indent << "RTTI typeinfo: " << typeid( *this ).name() << std::endl;
os << indent << this->m_State << std::endl;
os << indent << "the object pointed is set:" << this->m_This << std::endl;
os << indent << " and has class name = "
<< m_This->GetNameOfClass() << std::endl;
os << indent << "ReadyToRun: " << this->m_ReadyToRun << std::endl;
os << indent << "InitialStateSelected: "
<< this->m_InitialStateSelected << std::endl;
os << indent << "Number of States: " << this->m_States.size() << std::endl;
os << indent << "Number of Inputs: " << this->m_Inputs.size() << std::endl;
os << indent << "Number of Transitions: "
<< this->m_Transitions.size() << std::endl;
}
template<class TClass>
void
StateMachine< TClass >
::Print(std::ostream& os, itk::Indent indent) const
{
os << indent << "Token" << " (" << this << ")\n";
this->PrintSelf(os, indent.GetNextIndent());
}
/** Print Self function */
template<class TClass>
std::ostream& operator<<(std::ostream& os, const StateMachine<TClass>& o)
{
o.Print(os, 0);
return os;
}
}
#endif
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