Module ZenRRD.rpn
This module implements a Finite State Machine (FSM).
In addition to state this FSM also maintains a user defined "something".
This "something" is effectively memory, so this FSM could be considered
a Push-down Automata (PDA) since a PDA is a FSM + memory.
The following describes how the FSM works, but you will probably also need
to see the example function to understand how the FSM is used in practice.
You define an FSM by building tables of transitions.
For a given input symbol the process() method uses these tables
to decide what action to call and what the next state will be.
The FSM has a table of transitions that associate:
(input_symbol, current_state) --> (action, next_state)
where "action" is a function you define. The symbols and states
can be any objects. You use the add_transition() and add_transition_list()
methods to add to the transition table. The FSM also has a table
of transitions that associate:
(current_state) --> (action, next_state)
You use the add_transition_any() method to add to this transition table.
The FSM also has one default transition that is not associated
with any specific input_symbol or state. You use the
set_default_transition() method to set the default transition.
When an action function is called it is passed a reference to the FSM.
The action function may then access attributes of the FSM such as
input_symbol, current_state, or "something". The "something" attribute
can be any object that you want to pass along to the action functions.
It is not used by the FSM. For parsing you would typically pass a list
to be used as a stack.
The processing sequence is as follows.
The process() method is given an input_symbol to process.
The FSM will search the table of transitions that associate:
(input_symbol, current_state) --> (action, next_state)
If the pair (input_symbol, current_state) is found then
process() will call the associated action function and then set the
current state to the next_state.
If the FSM cannot find a match for (input_symbol, current_state)
it will then search the table of transitions that associate:
(current_state) --> (action, next_state)
If the current_state is found then the process() method will call
the associated action function and then set the current state to
the next_state. Notice that this table lacks an input_symbol.
It lets you define transitions for a current_state and ANY input_symbol.
Hence, it is called the "any" table. Remember, it is always checked
after first searching the table for a specific (input_symbol, current_state).
For the case where the FSM did not match either of the previous two cases
the FSM will try to use the default transition. If the default transition
is defined then the process() method will call the associated action function
and then set the current state to the next_state. This lets you define
a default transition as a catch-all case. You can think of it as an
exception handler. There can be only one default transition.
Finally, if none of the previous cases are defined for an input_symbol
and current_state then the FSM will raise an exception.
This may be desirable, but you can always prevent this just by
defining a default transition.
Noah Spurrier 20020822
Classes |
FSM |
This is a Finite State Machine (FSM). |
Function Summary |
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BeginBuildNumber(fsm)
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BuildNumber(fsm)
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DoEqual(fsm)
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DoOperator(fsm)
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EndBuildNumber(fsm)
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Error(fsm)
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example()
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