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@@ -0,0 +1,148 @@
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+package org.yakindu.scr.statechartactive;
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+
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+public class StatechartActiveStatemachine
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+ implements
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+ IStatechartActiveStatemachine {
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+
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+ public enum State {
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+ r_A, $NullState$
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+ };
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+
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+ private final State[] stateVector = new State[1];
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+
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+ private int nextStateIndex;
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+
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+ public StatechartActiveStatemachine() {
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+
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+ }
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+
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+ public void init() {
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+ for (int i = 0; i < 1; i++) {
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+ stateVector[i] = State.$NullState$;
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+ }
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+
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+ clearEvents();
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+ clearOutEvents();
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+
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+ }
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+
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+ public void enter() {
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+ entryAction();
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+
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+ enterSequence_r_default();
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+ }
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+
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+ public void exit() {
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+ exitSequence_r();
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+
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+ exitAction();
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+ }
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+
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+ /**
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+ * @see IStatemachine#isActive()
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+ */
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+ @Override
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+ public boolean isActive() {
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+
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+ return stateVector[0] != State.$NullState$;
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+ }
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+
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+ /**
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+ * Always returns 'false' since this state machine can never become final.
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+ *
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+ * @see IStatemachine#isFinal()
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+ */
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+ @Override
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+ public boolean isFinal() {
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+ return false;
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+ }
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+
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+ /**
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+ * This method resets the incoming events (time events included).
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+ */
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+ protected void clearEvents() {
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+
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+ }
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+
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+ /**
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+ * This method resets the outgoing events.
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+ */
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+ protected void clearOutEvents() {
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+ }
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+
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+ /**
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+ * Returns true if the given state is currently active otherwise false.
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+ */
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+ public boolean isStateActive(State state) {
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+ switch (state) {
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+ case r_A :
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+ return stateVector[0] == State.r_A;
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+ default :
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+ return false;
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+ }
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+ }
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+
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+ /* Entry action for statechart 'StatechartActive'. */
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+ private void entryAction() {
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+ }
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+
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+ /* Exit action for state 'StatechartActive'. */
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+ private void exitAction() {
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+ }
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+
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+ /* 'default' enter sequence for state A */
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+ private void enterSequence_r_A_default() {
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+ nextStateIndex = 0;
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+ stateVector[0] = State.r_A;
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+ }
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+
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+ /* 'default' enter sequence for region r */
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+ private void enterSequence_r_default() {
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+ react_r__entry_Default();
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+ }
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+
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+ /* Default exit sequence for state A */
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+ private void exitSequence_r_A() {
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+ nextStateIndex = 0;
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+ stateVector[0] = State.$NullState$;
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+ }
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+
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+ /* Default exit sequence for region r */
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+ private void exitSequence_r() {
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+ switch (stateVector[0]) {
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+ case r_A :
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+ exitSequence_r_A();
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+ break;
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+
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+ default :
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+ break;
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+ }
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+ }
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+
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+ /* The reactions of state A. */
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+ private void react_r_A() {
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+ }
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+
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+ /* Default react sequence for initial entry */
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+ private void react_r__entry_Default() {
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+ enterSequence_r_A_default();
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+ }
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+
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+ public void runCycle() {
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+
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+ clearOutEvents();
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+
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+ for (nextStateIndex = 0; nextStateIndex < stateVector.length; nextStateIndex++) {
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+
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+ switch (stateVector[nextStateIndex]) {
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+ case r_A :
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+ react_r_A();
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+ break;
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+ default :
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+ // $NullState$
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+ }
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+ }
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+
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+ clearEvents();
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+ }
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+}
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