Finite State Machine

hello dear coders. I'm a software engineering student and i have an assignment to create an Elevator Simulator using various programming patterns.
One of them is the an advance form of the State Pattern from Gang of Fours, the Finite State Machine.
On assignment delivery i have to justify every choice i made in implementing the patterns. I have my understanding of the FSM ( finite state machine) but i don't know if it's even near the correct form.
I'll post the classes I've made for a elevator simulator, and i would appreciate if you give me your opinion and state what i could improve and why.
I'll post also the possible state changes for the simulator requested by teacher.
States : [http://img201.imageshack.us/img201/6150/stateskz6.th.jpg]
Since they are in portuguese i'll give you the translation:
Porta Fechada = Door Closed
Porta Aberta = Door Open
Ascendente = Going up
Descendente = Going down
Parado = Stopped ( or idle )
class : StateMachine
* @author bruno
public class StateMachine {
    private AbstractState state;
    private AbstractState globalState;
    private AbstractState previousState;
    public StateMachine(AbstractState state, AbstractState globalState, AbstractState previousState) {
        this.state = state;
        this.globalState = globalState;
        this.previousState = previousState;
    public StateMachine() {
        this.state = new StateStopped();
        this.globalState = new StateGoingUp();
        this.previousState = new StateGoingUp();
    public void update() {
        if (state instanceof StateDoorClosed) {
            if (previousState instanceof StateGoingUp || previousState instanceof StateGoingDown) {
                this.changeState(this.getState().open());
            } else if (previousState instanceof StateDoorOpen || previousState instanceof StateDoorClosed) {
                this.changeState(this.getState().execute());
        } else if (state instanceof StateStopped && !(globalState instanceof StateStopped)) {
            if (globalState instanceof StateGoingUp) {
                this.changeState(this.getState().up());
            } else {
                this.changeState(this.getState().down());
        } else {
            this.changeState(this.getState().execute());
    public AbstractState getState() {
        return state;
    public AbstractState getGlobalstate() {
        return globalState;
    public void setState(AbstractState state) {
        this.state = state;
    public void setGlobalState(AbstractState globalState) {
        this.globalState = globalState;
    public AbstractState getPreviousState() {
        return previousState;
    public void setPreviousState(AbstractState previousState) {
        this.previousState = previousState;
    public void changeState(AbstractState newState) {
        this.setPreviousState(state);
        this.setState(newState);
}class : AbstractState
* @author bruno
public abstract class AbstractState {
    protected AbstractState state;
    public abstract AbstractState execute();
    public abstract AbstractState up();
    public abstract AbstractState down();
    public abstract AbstractState open();
    public abstract AbstractState close();
    public AbstractState getState() {
        return state;
    public AbstractState(AbstractState state) {
        this.state = state;
    public AbstractState() {
        this.state = this;
    public void setState(AbstractState state) {
        this.state = state;
}I omitted the concrete State Classes because of length, if you would like me to post them as-well please, don't hesitate to ask.
Sorry for the bad English and for the length of the post.
THANK YOU IN ADVANCE!

>
Two things with this code:
public void update() {
if (state instanceof StateDoorClosed) {
if (previousState instanceof StateGoingUp || previousState instanceof StateGoingDown) {
this.changeState(this.getState().open());
} else if (previousState instanceof StateDoorOpen || previousState instanceof StateDoorClosed) {
this.changeState(this.getState().execute());
} else if (state instanceof StateStopped && !(globalState instanceof StateStopped)) {
if (globalState instanceof StateGoingUp) {
this.changeState(this.getState().up());
} else {
this.changeState(this.getState().down());
} else {
this.changeState(this.getState().execute());
}Firstly, that doesn't look like a finite state machine. In a FSM the next state depends on the current state and the input it receives, whereas your machine it depends on the previous state and the global state, and no input.
Secondly, almost always if you're using instanceof to change behaviour, you're doing something wrong. It's useful for testing data you've received from a general purpose channel, such as some serialisation mechanisms or an implementation of string formatting, but it shouldn't be in the core of classes where you've designed both sides of the contract.
Usually you implement either a general purpose method to return the next state from a state given its input, or (as you have done) provide several methods to cope with the different inputs and return the next state. So the core execution logic would be for a general transition method.
  get input from outside
  state = state.transition(input)or for specific methods:
  get input from outside
  switch input
    case open: state = state.open()
    case close: state = state.close()The diagram you posted is too small to read, but it doesn't seem to have any inputs marked on the transitions, which makes the whole thing indeterminate, unless the inputs for each transition are recorded elsewhere.
Your AbstractState has a reference to another state - why ? It should either have one state for each transition out of it, or none (for example, if you make each state instance an nested class of the machine, or use an enum for the states, they don't need anything other than a transition() method, and no fields)

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    Thanks!

    They are really just sort of an extension of a state machine.  The general idea is that you have one loop doing a specific job.  You then use a queue to tell it how/when to do this job.  For instance, I might have a log file loop.  I will send it commands to open a file, write some data, write some more data, and finally close the file.  Each of those commands are coming from the queue.  The beauty with this setup is that anybody that can get a reference to that queue can send the command to that loop.
    So the QMH is "better" than a state machine mostly because of the decoupling of functions.  In a given application, I will have a loop for log file writing, GUI updates, reading of a DAQ, instrumenet communications, server communications, etc.  Trying to do all of that in a single loop state machine is a major pain in the rear end.  Seperating them out makes life so much easier.
    There are only two ways to tell somebody thanks: Kudos and Marked Solutions
    Unofficial Forum Rules and Guidelines

  • New LabHSM Toolkit - Agile development of complex event-driven maintainable LabVIEW applications with active objects / actors based on a universal Hierarchical State Machine / statechart template.

    Dear Fellow LabVIEW programmers:
    Most of the systems you deal with are reactive. It means that their
    primary function is constant interaction with their environment by
    sending and receiving events. But most likely, they can have something
    happening inside them too, even when they are not processing messages
    received from outside. So, such systems have to continuosly react to
    external and internal stimuli. Right? Moreover, most likely, they
    consist of subsystems that are reactive too and, in turn, can have
    their own "life", to an extent independent from other parts (with
    which they still communicate, of course). Reactive (event-driven)
    systems are more naturally modeled with active objects. So, why then
    should we try to model and code them with GOOP and its passive
    ("dead"!) objects?
    "Flat" State Machines have been known for decades to have severe
    limitations. It's been more than 20 years since Dr. Harel invented
    Hierarchical State Machines (statecharts) to fight those limitations.
    Then why does NI still tout the same old good Moore FSM as the
    ultimate tool for event-driven programming in LabVIEW in its $995
    State Diagram KIt?
    The LabHSM toolkit we are happy to present, makes it possible to
    easily create and then maintain complex event-driven applications in
    LabVIEW as a collection of HSM-driven active object VIs using a higher
    level of abstraction and agile software development methodologies.
    These active object VIs are created based on a universal Hierarchical
    State Machine ( HSM or statechart ) template. So. all your code looks
    similar regardless of its functionality!
    We all love just jump to code, right? However, to be good boys, we
    need to do design first. Then implement it in code. If the logic is
    modified we need to redo the design first and then redo the code. When
    using LabHSM where behavior information is abstracted into a separate
    HSM data file editable with a supplied editor, there is no need for
    coding separate from design any more. The modified behavior becomes
    code automatically as soon as the HSM file is saved. Design is code!
    The implementation basically follows Dr. Samek's Quantum Programming
    paradigm. (see http://www.quantum-leaps.com). However, as already
    mentioned, LabHSM stores the behavior information in a file separate
    from the code itself. It also adds state dependent priorities to
    events, a separate queue for public events/messages, and, of course,
    some LabVIEW specific code like capturing front panel user events and
    putting them into the private Events queue. Communication and
    instantiation functions are also rather specific for LabVIEW.
    It is available for UNLIMITED PERIOD trial. Please visit
    http://www.labhsm.com for details and download. The site also contains
    references which you may want to check to learn more about
    hierarchical state machines and active object computing.
    Since this is our debut we will appreciate any comments and
    suggestions. Our contact information is available on our site, of
    course.
    Have a G'day!

    Symtx is currently hiring the following position. Please contact me if interested.
    Amy Cable
    Symtx, HR
    [email protected]
    Symtx, the leading supplier of functional test equipment, hires the brightest & most talented engineering professionals to design & manufacture complex custom electronic systems for advanced technology leaders in the defense, aerospace, communications, medical, transportation & semiconductor industries. Symtx’ challenging & dynamic work environment seeks to fill openings with highly qualified electronic engineering design professionals.The ideal candidate will be responsible for defining the requirements, software design and code development, and integration of test control software for custom functional test systems. Candidate should be familiar with data acquisition concepts, instrument control, complex test, measurement and calibration algorithm development and definition and implementation of control interfaces to hardware. Prefer familiarity with instrument control via GPIB, VXI, MXI, RS-232 desirable. Requires BS/MSEE and 3 -7+ yrs of experience in one or several of the following test applications in a Windows NT/2000/XP environment using Labwindows CVI, TestStand, Labview, Visual Basic, C++ and knowledge of RF systems is a plus. Job responsibilities will include software design, development, integration, team leadership, and interfacing with customers( includes PDR’s & CDR’s).

  • Producer consumer vs state machine

    Hi there,
    I have been on and around for quite a while to understand how can I re-design an application, which was originally built using a mix of sequence structure, while loops and event structures. And now I am making a newer version of the same application, for research purposes, while learning the LabVIEW techniques. Earlier I used LabVIEW versions 5 and 6 to make simple programs for fuzzy logic and neural networks. And that's not a good reference.
    Ok, after learning that Producer Consumer (PC) and Standard State Machines (SSM or SM) are two new approaches for a better (scalable, flexible and efficient) coding as suggest by veterans, in one thread where I asked about another issue, I have started digging into this topic and now I am on a point where I have to implement it finally (spent pretty much time in the learning phase).
    I have several questions.
    To start the discussion, I would give a brief description of my application.
    It's a networked application, where the network communication happens using DataSocket (one reason to use LabVIEW as the environment).
    We are talking about the client application, which communicates with other applications on remote computer, via Internet.
    User interface involves a tab control, with several pages-
    On startup, the controls/indicators (now onwards referred as controls only), are initialized, datasocket connection is checked (rather internet is checked, and a connection established with the remote datasocket server) (page 1)
    If connected to the datasocket server, the user selects Login/Registration (page 2)
    Login and/or Registration happen on page 3/4
    Then the user sees a table of remote users to connect to (page 5)
    Upon selection of a remote user, and after clicking on "connect", the user will see a video indicator, with a lot of other controls. (page 6)
    On this page with video indicator and controls, the user has a lot of activities, in which many messages are sent and received to/from the remote machine.
    the user may disconnect and go back to page 5, and log out and go back to page 2 and so on.
    I hope this is clear.
    I have thought about two different ways to do this application. Using PS or by SSM.
    In the attachments, I have given a diagram (with errors, of course, because of unlinked controls), for each of the approach, plus the original application's diagram.
    I hope this is sufficient for anybody to understand my case and give suggestions.
    I am looking for suggestions about which is a better model for my type of case. I have been to discussions like this one and saw that there are many issues regarding dequeue in PC model. So I am curious to know if SSM is a better and latest model or it's more primitive? Which looks better for my application's performance?
    Thanks ahead!
    Vaibhav
    Attachments:
    OldDesign.vi ‏41 KB
    PCDesign.vi ‏42 KB
    SSMDesign.vi ‏46 KB

    Vaibhav wrote:
    @ Harold
    Thanks. Any suggestion how can I start and stop that loop in parallel with other loops? Like, if some event occurs, the loop should start execution, and keep on moving, while other events are being traced and executed.
    In those examples where you had a while loop inside a case structure, that bit of code will only execute one time.  It will immediately read the boolean at the start of the program, if the value was true before the porgram started, then the while loop will run.  Once that while loop stops, the case structure will end.  It will never execute again unless you completely stop and restart your program.  If the boolean is false before the program starts, the false case will execute immediately.  Nothing happens since it is empty and it is done, never to run again (unless you stop and restart your VI)  You should turn the structure around.  Put the case structure in the while loop.  Make sure you put a small wait statement in the loop so that it doesn't run full speed eating up CPU cycles just polling the status of the boolean.
    @ Ravens
    Thanks for the detailed comment.
    One thing I would clarify. The user will not be able to switch between the pages using the tab control. The program will direct appropriate page to the user. I kept the tabs visible just for your idea of the pages. Sorry, I didn't mention that.
    Do you think it's still a bad design?
    If the tabs will be hidden or disabled, you will probably be okay.  I wouldn't call it a bad design.  I wouldn't do it that way.  But as long as you understand the possibility of problems and prevent that.  Especially some time down the road when you modify the program in some other way that could lead to a problem because you forgot about the dependencies of the event structures on the state of the state machine. 
    Yes, I agree about only one event structure to handle all the events. But since the user will not be able to click somewhere else, other than those possible controls, I thought to keep it like this.
    I thought the events are captured only if we are in that case. I think I am wrong, right? Events are captured at any time, even if the case has never executed before, or will never execute.  Ok, The events will be captured, but will not be executed until in that case.
    And that's the reason why I have two separate event structures, in two separate phases of the program.
    Because, prior to page 6, the events will occur sequencially. The user will click somewhere, then some message will be transmitted over DataSocket, then some message may come , then again some user action and so on. But, when the user starts using page 6, there will be parallel process of user controls events and actions, and incoming messages and corresponding actions. For this, in the page 6, I need a different kind of execution. So I separated the two event structures.
    At first I thought to have SSM, and then I thought to PC, just because I can have two separate parallel processes - one for user events, and another for messages (because that way I can take maximum advantage of message tracking). But looking at other complexities, I find SSM more appropriate. Can you please tell me how can I have my message loop and events loop parallel to each other and just one event structure?
    You can have a dequeue function in your state machine loop and have it be a consumer loop.  Use a timeout on the Dequeue.  If there is a timeout, have the statemachine execute normally after that perhaps just passing the enum wire straight into the case structure of the state machine.  If it doesn't timeout meaning you got a message, then look at the message that is dequeued and act on it.  Perhaps it means ignoring the enum coming in from the shift register and changing the enum to something else to feed into the case structure of the state machine.  Attached is an example
    Attachments:
    PCDesign[1]_BD.png ‏6 KB

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