The Generator class implements the 5-tuple automaton G, consisting of
This tutorial demonstrates how to insert/erase states, events and transitions. It also demonstrates file IO.
#include "libfaudes.h" // make the faudes namespace available to our program using namespace faudes; // main program int main() { // Constructors (part 1) and filling example // at first we create an empty Generator object Generator g1; // do some random "user interaction" stuff with the Generator g1 g1.InsState("s1"); g1.InsState("s2"); g1.InsState("s3"); g1.InsEvent("a"); g1.InsEvent("b"); g1.SetTransition("s1", "a", "s2"); g1.SetTransition("s2", "a", "s3"); g1.SetTransition("s3", "b", "s1"); g1.SetInitState("s1"); g1.SetMarkedState("s2"); g1.SetMarkedState("s3"); // inspect result on console std::cout << "################################\n"; std::cout << "# tutorial, handcraft generator \n"; g1.Write(); std::cout << "################################\n"; // Constructors (part 2) & Copying and versioning // Create a 1:1 copy of the Generator with the copy constructor. Generator g_copy(g1); // ... with copy method, or the assignement operator Generator g2; g1.Copy(g2); Generator g3=g2; // create a Generator copy with versioned events (for testing algorithms): // versioning by an integer. E.g. for integer 3 events {"a", "b", "c"} // become {"a_3", "b_3", "c_3"}. Generator version1; g1.Version(3, version1); // versioning by a string. "a" -> "a_versionstring" Generator version2; g1.Version("str", version2); // inspect result on console std::cout << "################################\n"; std::cout << "# tutorial, version of generator \n"; version2.Write(); std::cout << "################################\n"; // Methods for Input/Output // read a Generator from file g2.Read("data/simplemachine.gen"); // create a Generator by reading a Generator file Generator g4("data/simplemachine.gen"); // write a Generator to file // (map state indices to begin with 1) g4.Write("tmp_simplemachine.gen"); // write a Generator to file by appending the output // (map state indeces to begin with 1) g4.Write("tmp_simplemachine.gen", std::ios::out|std::ios::app); // debug output of Generator to console // (use actual state indices) std::cout << "################################\n"; std::cout << "# tutorial, debug dump \n"; g4.DWrite(); std::cout << "################################\n"; // create dotfile for further processing by graphviz // (map state indices to begin with 1) g4.DotWrite("tmp_simplemachine.dot"); g4.DDotWrite("tmp_simplemachine_debug.dot"); // there also is a convenience method, that runs graphviz to // generate graphical output; requires "dot" binary in $PATH try { g4.GraphWrite("tmp_simplemachin.png"); } catch(faudes::Exception& exception) { std::cout << "1_generator: cannot execute graphviz' dot. " << std::endl; } // create a debug string for an event with symbolic name + index std::string str_singleevent = g1.EStr(2); // create a debug string for a state with symbolic name + index. // If there is no symblic name, a symbolic name of the index is constructed. std::string str_singlestate = g1.SStr(3); // build string of events in the Generator's alphabet std::string str_alph = g1.AlphabetToString(); // build string of states in the Generator's set of states std::string str_states = g1.StatesToString(); // there also are TransRelToString(), InitStatesToString() and MarkedStatesToString() // Accessing the Generator's Members // get the Generator's name std::string str_name = g1.Name(); // set new name for Generator g1.Name("NewName"); // retrieve the unique id of the Generator (statically counted) Idx genid = g1.Id(); // the core members alphabet, stateset and transitionrelation may be retrieved // as const references; ie. they can be inspected freely, but write access is // exclusively via the provided Generator methods. // retrieve a const reference to and copy of the Generator's alphabet const EventSet& eset_ref_alph = g1.Alphabet(); EventSet eset_copy_alph = g1.Alphabet(); // you cannot alter the alphabet of a generator via an alphabet method // eset_ref_alph.Insert("new_event"); // compile time error! // however, the copy can be altered, but with no effect on the original generator eset_copy_alph.Insert("new_event"); if(g1.ExistsEvent("new_event")) std::cout << "### THIS CANNOT HAPPEN ###"; // retrieve a const reference to and copy of the Generator's set of states "mStates" const StateSet& sset_ref_states = g1.States(); StateSet sset_copy_states = g1.States(); // retrieve a const reference to and a copy of the Generator's transition relation "mTransRel" const TransSet& tset_ref_trel = g1.TransRel(); TransSet tset_copy_trel = g1.TransRel(); // same with initial states and marked states const StateSet& sset_ref_istates = g1.InitStates(); StateSet sset_copy_istates = g1.InitStates(); const StateSet& sset_ref_mstates = g1.MarkedStates(); StateSet sset_copy_mstates = g1.MarkedStates(); // Modifying the 5-tuple Generator (X, Sigma, Delta, X0 and Xm) // insert an event by it's symbolic name in the alphabet // (if the event is not known so far, a new index for the symbolic name is generated) g1.InsEvent("newevent"); // insert an existing event into the Generator's alphabet (mAlphabet) // (by "existing event" we refer to an event that has been previously inserted to some Generator) g1.InsEvent(1); // of course index 1 is already in the alphabet here... // insert a bunch of events (EventSet) and get the integer index if requested EventSet eset1; eset1.Insert("newevent1"); Idx idx_tmp = eset1.Insert("newevent2"); g1.InsEvents(eset1); // delete an event from Generator ie delete from alphabet and transition relation g1.DelEvent("newevent1"); // by symbolic name g1.DelEvent(idx_tmp); // by index // delete a bunch of events // g1.DelEvents(eset1); // .. of course we have already deleted them before... // insert a new state. The state gets a integer index that is unique within // the Generator idx_tmp = g1.InsState(); // anonymous state idx_tmp = g1.InsState("newstate2"); // named state // insert a new state as initial state idx_tmp = g1.InsInitState(); idx_tmp = g1.InsInitState("newinitstate"); // ... same for marked states idx_tmp = g1.InsMarkedState(); idx_tmp = g1.InsMarkedState("newmarkedstate"); // delete single states from Generator ie stateset and transitionrelation g1.DelState(idx_tmp); // by index (relatively fast, for algorithms) g1.DelState("newinitstate"); // by symbolic name, if name assigned // delete a bunch of states // (this should be more efficient than deleting states individually) StateSet stateset1; stateset1.Insert(1); stateset1.Insert(2); stateset1.Insert(3); g1.DelStates(stateset1); // for further proceeding we insert some new states and events... Idx idx_s10 = g1.InsState("s10"); Idx idx_s11 = g1.InsState("s11"); Idx idx_s12 = g1.InsState("s12"); Idx idx_e10 = g1.InsEvent("e10"); Idx idx_e11 = g1.InsEvent("e11"); // set a state that already exists in Generator as initial state g1.SetInitState(idx_s10); // set a state that already exists in Generator as marked state g1.SetMarkedState(idx_s11); // unset an existing state as initial state (does not remove from mStates) g1.ClrInitState(idx_s10); // unset an existing state as marked state (does not remove from stateset) g1.ClrMarkedState(idx_s10); // clear all initial states (does not remove from stateset) // g1.ClrInitStates(); // we do not really do it here, so it's commented // clear all marked states (mStates stays untouched) // g1.ClrMarkedStates(); // we do not really do it here, so it's commented // set a transition for existing states and events g1.SetTransition(idx_s10, idx_e10, idx_s11); // by indices g1.SetTransition("s10", "e11", "s10"); // by symbolic names (slow) // report back to console std::cout << "################################\n"; std::cout << "# tutorial, on the way \n"; g1.DWrite(); std::cout << "################################\n"; // clear a transition (does not touch mStates, mInitStates and mMarkedStates) g1.ClrTransition(idx_s10, idx_e10, idx_s11); // by index // transitions can also be cleared by names (slower) or by an assigned // TransSet::Iterator (faster); use ClearTransRel() to remove all transitions // clear the symbolic name for a state in the StateSymbolTable g1.ClrStateName(idx_s10); // exists event index/name in mAlphabet? bool bool_eventexists1 = g1.ExistsEvent("e11"); bool bool_eventexists2 = g1.ExistsEvent(2); // exists state in mStates? bool bool_stateexists1 = g1.ExistsState(4); // check if a state is an initial state bool bool_initstateexists = g1.ExistsInitState(4); // check if a state is a marked state bool bool_ismarkedstate = g1.ExistsMarkedState(4); // look up event name for index in the EventSymbolTable of the event domain std::string str_eventname1 = g1.EventName(1); // look up event index for name in the EventSymbolTable of the event domain Idx idx_eventindex = g1.EventIndex("e11"); // get symbolic name assigned to state (returns "" if no name assigned). std::string str_tmp = g1.StateName(idx_s10); // get index for symbolic state name. only possible for state names of states in // the Generator idx_tmp = g1.StateIndex("s12"); // clear Generator (including alphabet) g4.Clear(); // get the number of events in the Generator's alphabet Idx idx_eventnum = g1.AlphabetSize(); // get the number of states Idx idx_statenum = g1.Size(); // get the number of transitions Idx idx_transnum = g1.TransRelSize(); // there also are InitStatesSize(), MarkedStatesSize() // is the alphabet of the Generator empty? bool bool_alphempty = g1.AlphabetEmpty(); // is the Generator empty (number of states == 0) ? bool bool_isempty = g1.Empty(); // see also TransRelEmpty, InitStatesEmpty, MarkedStatesEmpty // insert a small loop Idx initstate = g1.InsInitState("in"); Idx markedstate = g1.InsMarkedState("out"); g1.SetTransition("in","a","out"); g1.SetTransition("out","a","in"); // show effect on console std::cout << "################################\n"; std::cout << "# tutorial, after ins and del \n"; g1.DWrite(); std::cout << "################################\n"; // Iterators // since the core members are all implemented as sets, iterators // effectively are cont_iterators, i.e. you cannot change the // current value of an iterator. instead you may remove the value // and insert the new value. // iteration over alphabet indices (member "mAlphabet") std::cout << "################################\n"; std::cout << "# tutorial, iterators 1 \n"; EventSet::Iterator eit; for (eit = g1.AlphabetBegin(); eit != g1.AlphabetEnd(); ++eit) { std::cout << "event \"" << g1.EventName(*eit) << "\" with index "<< *eit << std::endl; } std::cout << "################################\n"; // iteration over state indices (member "mStates") std::cout << "################################\n"; std::cout << "# tutorial, iterators 2 \n"; StateSet::Iterator sit; for (sit = g1.StatesBegin(); sit != g1.StatesEnd(); ++sit) { std::cout << *sit << std::endl; } std::cout << "################################\n"; // iteration over complete transition relation (member "mTransRel") std::cout << "################################\n"; std::cout << "# tutorial, iterators 3 \n"; TransSet::Iterator tit; for (tit = g1.TransRelBegin(); tit != g1.TransRelEnd(); ++tit) { std::cout << g1.TStr(*tit) << std::endl; } std::cout << "################################\n"; // iteration over transitions from a given state; note that we avoid // computation of the end of the iteration in every step std::cout << "################################\n"; std::cout << "# tutorial, iterators 4 \n"; idx_tmp = g1.StateIndex("s1"); TransSet::Iterator tit_end; tit = g1.TransRelBegin(idx_tmp); tit_end = g1.TransRelEnd(idx_tmp); for (; tit != tit_end; ++tit) { std::cout << g1.TStr(*tit) << std::endl; } std::cout << "################################\n"; // variations: transitions of given state index + given event index: // TransRelBegin(x1, ev) - TransRelEnd(x1, ev) // iteration over initial and marked states: // InitStatesBegin() - InitStatesEnd() (member "mInitStates") // MarkedStatesBegin() - MarkedStatesEnd() (member "mMarkedStates") // retrieve copies of the Generator's transition releation // in different sorting orders than X1 -> Ev -> X2 // note: the availabity of iterator ranges depends on the sorting order; // eg iteration with specified x2 requires X2->Ev->X1 or X2->X1->Ev sorting. // retrieve a copy that is sorted by X2 -> Ev -> X1 by the binary // predicate TransSort::X2EvX1. TransSetX2EvX1 tset_x2evx1; g1.TransRel(tset_x2evx1); // report to console std::cout << "################################\n"; std::cout << "# tutorial, x2-ev-x1 sorting\n"; TransSetX2EvX1::Iterator tit2; for (tit2 = tset_x2evx1.Begin(); tit2 != tset_x2evx1.End(); ++tit2) { std::cout << g1.TStr(*tit2) << std::endl; } std::cout << "################################\n"; // Convenience Methods // remove all events from mAlphabet, that do not have a transition in // mTransRel: g1.MinimizeAlphabet() // get an EventSet containing all the events that drive some transition EventSet eset_usedevents = g1.UsedEvents(); // get an EventSet containing all the events that do not drive any transition EventSet eset_unusedevents = g1.UnusedEvents(); // return the active event set at a given state EventSet eset_activeeventset = g1.ActiveEventSet(idx_s12); // return a StateSet containing all the states that are connected by // some transition StateSet sset_trel_sspace = g1.TransRelStateSpace(); // return a StateSet containing all the successor states of a given predecessor // state. StateSet sset_successors = g1.TransRelStateSpace(idx_s12); // note: if you need predecessor states, use a resorted transition relation // Symbolic state name handling // are symbolic state names enabled? depending on this boolean value // library functions like Determine or StateMin may create symbolic // state names. bool bool_statenamesenabled = g1.StateNamesEnabled(); // disable state name creation in resulting generators for functions in // the faudes library, that support this feature (nearly all) with // "false"; enable state name creation with "true". g1.StateNamesEnabled(true); // anyway .. true is the default value // clear existing symbolic statenames for states in the Generator // g1.ClearStateNames(); // set symbolic names for all states in the generator. the symbolic name becomes // the equivalent string representation of the state's integer index. This is // only usefull for debugging purposes. g1.SetDefaultStateNames(); // show effect on console std::cout << "################################\n"; std::cout << "# tutorial, default names \n"; g1.Write(); std::cout << "################################\n"; // Accessible, Coaccessible, Trim // StateSet containing all accessible states std::cout << "################################\n"; std::cout << "# tutorial, accessible \n"; StateSet sset_accessibleset = g1.AccessibleSet(); sset_accessibleset.Write(); std::cout << "################################\n"; // Make the Generator accessible by removing transitions and states. If // the Generator containes at least one initial state the Generator // can be made accessible and the return value is "true", else "false". bool bool_isaccessiblenow = g1.Accessible(); // Is the Generator accessible. (No modification of the Generator) bool bool_isaccessible = g1.IsAccessible(); // StateSet containing all coaccessible states std::cout << "################################\n"; std::cout << "# tutorial, coaccessible \n"; StateSet sset_coaccessibleset = g1.CoaccessibleSet(); sset_coaccessibleset.Write(); std::cout << "################################\n"; // make the Generator coaccessible by removing transitions and states; if // the Generator containes at least one initial state the Generator // can be made coaccessible and the return value is "true", else "false". bool bool_iscoaccessiblenow = g1.Coaccessible(); // is the Generator coaccessible? (No modification of the Generator) bool bool_iscoaccessible = g1.IsCoaccessible(); // StateSet containing all trim states StateSet sset_trimset = g1.TrimSet(); // make the Generator trim by removing transitions and states; if // the Generator containes at least one initial state and one marked state // the return value is "true", else "false". bool bool_istrimnow = g1.Trim(); // is the Generator trim? (No modification of the Generator) bool bool_istrim = g1.IsTrim(); // show effect on console std::cout << "################################\n"; std::cout << "# tutorial, coaccessible \n"; g1.Write(); std::cout << "################################\n"; return 0; }
Definition in file 1_generator.cpp.
#include "libfaudes.h"
Go to the source code of this file.
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int | main () |
Run the tutorial. |
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Run the tutorial.
Definition at line 33 of file 1_generator.cpp. |