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CHAPTER 10 FUNCTIONAL ROLES
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With a BBM switch in an asynchronous system, it is possible for a notification to fall between the cracks and not get sent to C2 or C3. With an MBB switch, again in an asynchronous system, it is possible for a notification to be delivered to both C2 and C3. In a synchronous system, in which the event source, the event handler, and the Binder all run on the same thread, these types of problems can t occur: C1 can t fire events while a switch is taking place, because the system can only be doing one thing at a given time.
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State Machines with Late Binders
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State machines are systems whose behavior depends on their history. State machines start out in some initial state and change state in response to events that occur. How the system reacts to an event depends on which state it is in when the event is detected. You diagram state machines using UML 2 State Machine diagrams, in which states are depicted using rounded boxes and the events that provoke state transitions are depicted with arrows, as described 6. For those of you who skipped that chapter, I ll give a 15-second tour of state machines. Figure 10-42 shows a simple diagram for an elevator in a two-story building.
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2 Floor 1 1 Floor 2
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Figure 10-42. A simple UML 2 State Machine diagram The elevator has only two buttons, for floors 1 and 2. When a floor button is pressed, a state transition takes place. Pressing button 1 on floor 1 causes a null transition that leaves the elevator in the same state (floor 1). Button 2 also produces a similar result when on floor 2. A state machine may react differently to an event, based on some condition. For example, given a state S1 and an event E1, a system might go to a state S2 if a condition C is true and go to a state S3 if condition C is false. Figure 10-43 shows the state machine diagram of a system using one conditional transition and two unconditional ones.
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Figure 10-43. The UML State Machine diagram for a system using conditional state transitions
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CHAPTER 10 FUNCTIONAL ROLES
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It is possible to implement a state machine in an object-oriented manner, using classes for each state.6 Figure 10-44 shows an implementation with three classes: S1, S2, and S3.
currentState EventDispatcher +HandleEvent() State +HandleE1() +HandleE2() +HandleE3()
S1 -C : bool +HandleE1()
S2 +HandleE2()
S3 +HandleE3()
Figure 10-44. An object-oriented design of a simple state machine The class EventDispatcher is the central class that detects all events. The class holds a reference to an object representing the current state. When an event is detected, EventDispatcher delegates processing to the currentState object, calling the handler method corresponding to the event detected. Listing 10-32 and Listing 10-33 show simple C# and VB .NET implementations. Listing 10-32. An Object-Oriented Way to Implement the State Machine Example in C# public class EventDispatcher { public enum Event {E1, E2, E3}; State currentState = new S1();
// initial state
public void HandleEvent(Event theEvent) { switch (theEvent) { case Event.E1: currentState = currentState.HandleE1(); break; case Event.E2: currentState = currentState.HandleE2(); break; case Event.E3: currentState = currentState.HandleE3(); break; } } }
6. Ted Faison, Object-Oriented State Machines, Software Development Magazine, September 1993.
CHAPTER 10 FUNCTIONAL ROLES
public class State { public virtual State HandleE1() {return this;} public virtual State HandleE2() {return this;} public virtual State HandleE3() {return this;} }
// do nothing // do nothing // do nothing
public class S1 : State { bool C = true; // a condition affecting the E1 transition public override State HandleE1() { // handle event... // go to next state if (C) return new S2(); else return new S3(); } } public class S2 : State { public override State HandleE2() { // handle event... // go to next state return new S3(); } } public class S3 : State { public override State HandleE3() { // handle event... // go to next state return new S1(); } } Listing 10-33. An Object-Oriented Way to Implement the State Machine Example in VB .NET Public Class EventDispatcher Public Enum [Event] E1 E2 E3 End Enum
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