state-machine

Cannot figure out Seg Fault, lots of detail provided

。_饼干妹妹 提交于 2019-12-13 03:55:56
问题 I asked this question about a half hour ago, but the code had typos and I wasn't being very clear, so I've deleted and I'm trying again with a better format. I'm getting a Segmentation Fault in my code, the problem seems to be at the function call if( (*trans).test((*this), *(*itr)) ) inside World::update() : void World::update(sf::Time dt) { mPlayer->setVelocity(0.f, 0.f); while (!mCommandQueue.isEmpty()){ Command cmd = mCommandQueue.pop(); cmd.action(cmd.node, dt); } mSceneGraph.update(dt);

What is the algorithm for generating a random Deterministic Finite Automata?

大憨熊 提交于 2019-12-12 15:58:52
问题 The DFA must have the following four properties: The DFA has N nodes Each node has 2 outgoing transitions. Each node is reachable from every other node. The DFA is chosen with perfectly uniform randomness from all possibilities This is what I have so far: Start with a collection of N nodes. Choose a node that has not already been chosen. Connect its output to 2 other randomly selected nodes Label one transition 1 and the other transition 0. Go to 2, unless all nodes have been chosen.

State machine; why only last state is working?

假装没事ソ 提交于 2019-12-12 15:37:32
问题 I have a state machine with 6 states(3 main states). Only the last state is working but the first 2 doesn't(out of 3).Only the last state is working. I found out the problem, when I remove the debounce circuit it works, but I need the debouncing circuit. I got the debouncing circuit from the internet. I would be glad if someone can help. type SM_STATES is (state_column_1, scan_col_1, state_column_2, scan_col_2, state_column_3, scan_col_3); signal my_state : SM_STATES := state_column_1; Below

How to implement status transitions for an Entity in java?

三世轮回 提交于 2019-12-12 15:27:11
问题 I have multiple entities in my application like Users, Accounts, Licenses etc. Each entity has a status associated with it like Active, Ok, Suspended, Unverified, PendingPayment, PendingApproval etc. I want to make sure the entities can move from a predefined status to another like User can only move from Ok to Suspended but not from Unverified to Suspended. What would be the best design pattern to implement this ? I have looked around and mostly find state machines for such problems, but

Are Windows Workflow Foundation Statemachines suitable for high performance scenarios?

萝らか妹 提交于 2019-12-12 10:56:17
问题 i´m currently dealing with a system where i have to track the state for several thousand objects in parallel that send possible state updates a few times every minute. In addition i have to perform additional computation (no slow IO stuff, just using CPU). I currently use a custom state machine implementation. however, as WF is used within other parts of the system, i wonder if the WF state machine´s may be suitable for such a scenario with a handful (<5) of states. I fear that the overhead

state transition with different guard condition

给你一囗甜甜゛ 提交于 2019-12-12 09:08:56
问题 In the state pattern how is this modeled ? state A to state B on trigger X and conditon C1 when current state is A state A to state C on trigger X and condition C2 when current state is A how is this usually accomplished ? I have a lot of guard conditions that I may need to implement. 回答1: That's pretty standard see e.g. this example. [Edited on basis it's not homework!] Assuming I understand right: You have one event ( X ) which can trigger one of two possible transitions Selecting which

Looking for a comparison of different scheduling algorithms for a Finite State Machine

此生再无相见时 提交于 2019-12-12 07:22:57
问题 Are there any good resources (books, websites) that give very good comparison of different scheduling algorithms for a Finite State Machine (FSM) in an embedded system without an OS? I am designing a simple embedded web server without an OS. I would like to know what are the various methods used to schedule the processing of the different events that occur in the system. For example,if two events arrived at the same time how are the events prioritized? If I assign different priorities to

State machine program design in FreeRTOS - vTaskStartScheduler in a switch statement

不羁的心 提交于 2019-12-12 04:44:50
问题 I have a program design question in FreeRTOS: I have a state machine with 4 states, and 6 tasks. In each state, different tasks must be executed, excepting Task1, which is always active: State 1: Task1, Task2, Task3 State 2: Task1, Task2, Task3, Task4 State 3: Task1, Task5 State 4: Task1, Task6 Task1, Task3, Task4, Task5 and Task6 are periodic, and each one reads a different sensor. Task2 is aperiodic, it sends a GPRS alarm only if a threshold is reached. The switching between the states is

literals extraction policy for a lexical Analyzer

好久不见. 提交于 2019-12-12 03:45:24
问题 I have built a lexical analyzer for a C like language which for example given this input produces the following result. Input int i = 0 ; int j = i + 3; Output int KEYWORD i IDENTIFIER = OPERATOR ; PUNCTUATION int KEYWORD j IDENTIFIER = OPERATOR i IDENTIFIER + OPERATOR 3 INTEGER_CONSTANT ; PUNCTUATION In the above example you may have noticed the given input was syntactically correct, however when I give it something like below it fails. Input int i = "1.2.2222.+\<++++ I have made a class

Order of execution PropertyChanges

最后都变了- 提交于 2019-12-12 03:28:01
问题 Is there any documented order of execution of PropertyChanges instances? For example, if there is a State like, State { name: "LOADED" PropertyChanges { target: elem1; width: 10 } PropertyChanges { target: elem2; width: 10 } } is there any specific order which elements width will be setted first? 来源: https://stackoverflow.com/questions/36643036/order-of-execution-propertychanges