/// <summary> /// Initializes a new instance of the <see cref="GenerateSequenceWindow"/> class. /// </summary> /// <param name="fsm">The Finite State Machine.</param> public GenerateSequenceWindow(StateMachine fsm) : this() { if (fsm != null) { fsm.MyGraph.ResetToDefault(); this.DataContext = fsm; this.listOfVertices = new Stack <CustomVertex>(); } if (fsm is FirstStateMachine) { this.machine = new FirstStateMachine(fsm.CurrentVersion); this.machine = fsm; firstStep.Text = "First state is " + ((FirstStateMachine)this.machine).Configuration.ArrayOfFSMState.FirstOrDefault().Name + "! Select next sequence!"; this.sequenceFirstVersion = new FSMControl.DomainModel.FirstVersion.FSMSequence(); this.sequenceFirstVersion.ArrayOfStep = new System.Collections.ObjectModel.Collection <DomainModel.FirstVersion.FSMStep>(); } else { this.machine = new SecondStateMachine(fsm.CurrentVersion); this.machine = fsm; firstStep.Text = "First state is " + ((SecondStateMachine)this.machine).Configuration.ArrayOfFSMVState.FirstOrDefault().Name + "! Select next sequence!"; this.sequenceSecondVersion = new FSMControl.DomainModel.SecondVersion.FSMSequence(); this.sequenceSecondVersion.ArrayOfStep = new System.Collections.ObjectModel.Collection <DomainModel.SecondVersion.FSMStep>(); } this.listOfVertices.Push(this.machine.MyGraph.Vertices.FirstOrDefault()); this.DataContext = this.machine.MyGraph; }
/// <summary> /// Initializes a new instance of the <see cref="GenerateSequenceWindow"/> class. /// </summary> /// <param name="fsm">The Finite State Machine.</param> public GenerateSequenceWindow(StateMachine fsm) : this() { if (fsm != null) { fsm.MyGraph.ResetToDefault(); this.DataContext = fsm; this.listOfVertices = new Stack<CustomVertex>(); } if (fsm is FirstStateMachine) { this.machine = new FirstStateMachine(fsm.CurrentVersion); this.machine = fsm; firstStep.Text = "First state is " + ((FirstStateMachine)this.machine).Configuration.ArrayOfFSMState.FirstOrDefault().Name + "! Select next sequence!"; this.sequenceFirstVersion = new FSMControl.DomainModel.FirstVersion.FSMSequence(); this.sequenceFirstVersion.ArrayOfStep = new System.Collections.ObjectModel.Collection<DomainModel.FirstVersion.FSMStep>(); } else { this.machine = new SecondStateMachine(fsm.CurrentVersion); this.machine = fsm; firstStep.Text = "First state is " + ((SecondStateMachine)this.machine).Configuration.ArrayOfFSMVState.FirstOrDefault().Name + "! Select next sequence!"; this.sequenceSecondVersion = new FSMControl.DomainModel.SecondVersion.FSMSequence(); this.sequenceSecondVersion.ArrayOfStep = new System.Collections.ObjectModel.Collection<DomainModel.SecondVersion.FSMStep>(); } this.listOfVertices.Push(this.machine.MyGraph.Vertices.FirstOrDefault()); this.DataContext = this.machine.MyGraph; }
/// <summary> /// Represents the selected sequence. /// </summary> private void ComboBox_SelectionChanged(object sender, RoutedEventArgs e) { if (cbSequences.SelectedIndex != -1) { switch (this.version.ID) { case 1: { FSMControl.DomainModel.FirstVersion.FSMSequence seq = new FSMControl.DomainModel.FirstVersion.FSMSequence(); seq = (FSMControl.DomainModel.FirstVersion.FSMSequence)cbSequences.SelectedItem; if (seq.ArrayOfStep.Count == 0) { MessageBox.Show("Sequence with no steps!"); } else { ((FirstStateMachine)this.machine).MyGraph.ResetToDefault(); ((FirstStateMachine)this.machine).RepresentSequence(Colors.Yellow, seq, true); console.Text += "Sequence represented successfully!\r\n"; scrConsole.ScrollToEnd(); this.DataContext = this.machine.MyGraph; } break; } case 2: { FSMControl.DomainModel.SecondVersion.FSMSequence seq = new FSMControl.DomainModel.SecondVersion.FSMSequence(); seq = (FSMControl.DomainModel.SecondVersion.FSMSequence)cbSequences.SelectedItem; if (seq.ArrayOfStep.Count == 0) { MessageBox.Show("Sequence with no steps!"); } else { ((SecondStateMachine)this.machine).MyGraph.ResetToDefault(); if (((SecondStateMachine)this.machine).RepresentSequence(Colors.Yellow, seq, true).Succes) { ((SecondStateMachine)this.machine).RepresentSequence(Colors.Yellow, seq, true); console.Text += "Sequence represented successfully!\r\n"; scrConsole.ScrollToEnd(); this.DataContext = this.machine.MyGraph; } else { MessageBox.Show(((SecondStateMachine)this.machine).RepresentSequence(Colors.Red, seq, true).Message); } } break; } } } }
/// <summary> /// Handles the Click event of the done control. /// Saves generated sequence to current finite state machine /// </summary> private void Done_Click(object sender, RoutedEventArgs e) { if (this.machine is FirstStateMachine) { if (string.IsNullOrEmpty(seqName.Text) || string.IsNullOrEmpty(seqDesc.Text)) { MessageBox.Show("You must enter a name and a description for sequence!"); } else { this.sequenceFirstVersion.Name = seqName.Text; this.sequenceFirstVersion.Description = seqDesc.Text; this.sequenceFirstVersion.FinalDescription = seqFinalDesc.Text; ((FirstStateMachine)this.machine).Sequences.ArrayOfSequence.Add(this.sequenceFirstVersion); MessageBox.Show("Sequence added!"); this.sequenceFirstVersion = new DomainModel.FirstVersion.FSMSequence(); this.Close(); } } else { if (string.IsNullOrEmpty(seqName.Text) || string.IsNullOrEmpty(seqDesc.Text)) { MessageBox.Show("You must enter a name and a description for sequence!"); } else { this.sequenceSecondVersion.Name = seqName.Text; this.sequenceSecondVersion.Description = seqDesc.Text; this.sequenceSecondVersion.FinalDescription = seqFinalDesc.Text; ((SecondStateMachine)this.machine).Sequences.ArrayOfSequence.Add(this.sequenceSecondVersion); MessageBox.Show("Sequence added!"); this.sequenceSecondVersion = new DomainModel.SecondVersion.FSMSequence(); this.DataContext = this.machine.MyGraph; this.Close(); } } }
/// <summary> /// Represents the sequence by changing vertices and edges color. /// </summary> /// <param name="color">The color.</param> /// <param name="sequence">The sequence.</param> /// /// <param name="oneSequence">if is true the Property Represented will be setted true.</param> public OperationResult RepresentSequence(Color color, FSMSequence sequence, bool oneSequence) { if (oneSequence) { this.MyGraph.ResetToDefault(); } FSMStep stepp = new FSMStep(); FSMState initialState = new FSMState(); FSMState otherState = new FSMState(); if (sequence.ArrayOfStep.Count != 0) { initialState = this.Configuration.ArrayOfFSMState.FirstOrDefault(); stepp = sequence.ArrayOfStep.First(); otherState = this.OneStep(stepp, initialState, Colors.Yellow); for (int i = 1; i < sequence.ArrayOfStep.Count; i++) { FSMStep step = new FSMStep(); step = sequence.ArrayOfStep.ElementAt(i); if (!string.IsNullOrEmpty(otherState.Name)) { FSMState auxState = new FSMState(); auxState = otherState; otherState = new FSMState(); otherState = this.OneStep(step, auxState, Colors.Yellow); } } } else { return(new OperationResult(false, "Sequence with no steps!")); } return(new OperationResult(true, "Sequence represented succesfully!")); }
public FSMSequence AddNewStep(FSMSequence sequence, string steppTrigger) { FSMStep step = new FSMStep(); FSMTrigger triig = new FSMTrigger(); triig = this.Configuration.FoundStringTriggerList(steppTrigger); if (string.IsNullOrEmpty(triig.SequenceID)) { step.Name = triig.CommonID; } else { step.Name = triig.SequenceID; } step.Weight = "2"; step.TimeoutInSeconds = " 2"; if (!string.IsNullOrEmpty(step.Name)) { sequence.ArrayOfStep.Add(step); } return(sequence); }
public FSMSequence AddNewStep(FSMSequence sequence, string steppTrigger) { FSMStep step = new FSMStep(); FSMTrigger triig = new FSMTrigger(); triig = this.Configuration.FoundStringTriggerList(steppTrigger); if (string.IsNullOrEmpty(triig.SequenceID)) { step.Name = triig.CommonID; } else { step.Name = triig.SequenceID; } step.Weight = "2"; step.TimeoutInSeconds = " 2"; if (!string.IsNullOrEmpty(step.Name)) { sequence.ArrayOfStep.Add(step); } return sequence; }
/// <summary> /// Represents the sequence by changing vertices and edges color. /// </summary> /// <param name="color">The color.</param> /// <param name="sequence">The sequence.</param> /// /// <param name="oneSequence">if is true the Property Represented will be setted true.</param> public OperationResult RepresentSequence(Color color, FSMSequence sequence, bool oneSequence) { if (oneSequence) { this.MyGraph.ResetToDefault(); } FSMStep stepp = new FSMStep(); FSMState initialState = new FSMState(); FSMState otherState = new FSMState(); if (sequence.ArrayOfStep.Count != 0) { initialState = this.Configuration.ArrayOfFSMState.FirstOrDefault(); stepp = sequence.ArrayOfStep.First(); otherState = this.OneStep(stepp, initialState, Colors.Yellow); for (int i = 1; i < sequence.ArrayOfStep.Count; i++) { FSMStep step = new FSMStep(); step = sequence.ArrayOfStep.ElementAt(i); if (!string.IsNullOrEmpty(otherState.Name)) { FSMState auxState = new FSMState(); auxState = otherState; otherState = new FSMState(); otherState = this.OneStep(step, auxState, Colors.Yellow); } } } else { return new OperationResult(false, "Sequence with no steps!"); } return new OperationResult(true, "Sequence represented succesfully!"); }