public static void Main() { // configure basic logging (all levels enabled, messages are written to the console) log4net.Config.BasicConfigurator.Configure(); var elevator = new PassiveStateMachine <States, Events>("Elevator"); elevator.AddExtension(new Extensions.Log4NetExtension <States, Events>("Elevator")); elevator.DefineHierarchyOn(States.Healthy, States.OnFloor, HistoryType.Deep, States.OnFloor, States.Moving); elevator.DefineHierarchyOn(States.Moving, States.MovingUp, HistoryType.Shallow, States.MovingUp, States.MovingDown); elevator.DefineHierarchyOn(States.OnFloor, States.DoorClosed, HistoryType.None, States.DoorClosed, States.DoorOpen); elevator.In(States.Healthy) .On(Events.ErrorOccured).Goto(States.Error); elevator.In(States.Error) .On(Events.Reset).Goto(States.Healthy); elevator.In(States.OnFloor) .ExecuteOnEntry(AnnounceFloor) .On(Events.CloseDoor).Goto(States.DoorClosed) .On(Events.OpenDoor).Goto(States.DoorOpen) .On(Events.GoUp) .If(CheckOverload).Goto(States.MovingUp) .Otherwise().Execute(AnnounceOverload) .On(Events.GoDown) .If(CheckOverload).Goto(States.MovingDown) .Otherwise().Execute(AnnounceOverload); elevator.In(States.Moving) .On(Events.Stop).Goto(States.OnFloor); elevator.Initialize(States.OnFloor); elevator.Fire(Events.ErrorOccured); elevator.Fire(Events.Reset); elevator.Start(); elevator.Fire(Events.OpenDoor); elevator.Fire(Events.CloseDoor); elevator.Fire(Events.GoUp); elevator.Fire(Events.Stop); elevator.Fire(Events.OpenDoor); elevator.Stop(); Console.ReadLine(); }
public static void Main() { // configure basic logging (all levels enabled, messages are written to the console) log4net.Config.BasicConfigurator.Configure(); var elevator = new PassiveStateMachine<States, Events>("Elevator"); elevator.AddExtension(new Extensions.Log4NetExtension<States, Events>("Elevator")); elevator.DefineHierarchyOn(States.Healthy, States.OnFloor, HistoryType.Deep, States.OnFloor, States.Moving); elevator.DefineHierarchyOn(States.Moving, States.MovingUp, HistoryType.Shallow, States.MovingUp, States.MovingDown); elevator.DefineHierarchyOn(States.OnFloor, States.DoorClosed, HistoryType.None, States.DoorClosed, States.DoorOpen); elevator.In(States.Healthy) .On(Events.ErrorOccured).Goto(States.Error); elevator.In(States.Error) .On(Events.Reset).Goto(States.Healthy); elevator.In(States.OnFloor) .ExecuteOnEntry(AnnounceFloor) .On(Events.CloseDoor).Goto(States.DoorClosed) .On(Events.OpenDoor).Goto(States.DoorOpen) .On(Events.GoUp) .If(CheckOverload).Goto(States.MovingUp) .Otherwise().Execute(AnnounceOverload) .On(Events.GoDown) .If(CheckOverload).Goto(States.MovingDown) .Otherwise().Execute(AnnounceOverload); elevator.In(States.Moving) .On(Events.Stop).Goto(States.OnFloor); elevator.Initialize(States.OnFloor); elevator.Fire(Events.ErrorOccured); elevator.Fire(Events.Reset); elevator.Start(); elevator.Fire(Events.OpenDoor); elevator.Fire(Events.CloseDoor); elevator.Fire(Events.GoUp); elevator.Fire(Events.Stop); elevator.Fire(Events.OpenDoor); elevator.Stop(); Console.ReadLine(); }