How can I implement radio buttons in boost meta state machine? The problem is the amount of transitions grows quadratically, e.g. with 3 buttons the options are:
I have a XML file and want to represent a complex finite state machine described in a XML file in a c# data-structure. What data structure can I use? Definition of one state is here. the state machine
I am wondering what might I consider as States when I am asked to model state of a Booking Process (eg. Booking a Movie Ticket Online).
I have a Rails 3.1 application that uses the state_machine gem (https://github.com/pluginaweek/state_machine) to track a model\'s states. and the state_machine-audit_trail gem (https://github.com/wvan
I am developing a web application with开发者_高级运维 a somewhat complex user interface. It seems like it might be a good idea to back the UI with a corresponding state machine, defining the transitio
I am using boost::state_chart library. For debug purposes, I would like to know at any given time 开发者_如何学Cthe state of my state machine.
I\'m an experienced developer new to game development, and I have made a reasonably simple but working 3D platformer game and am looking for ways to make the architecture more scalable.
Sorry about my broken English. I am using a state machine with animations.I want to implement the fade out/in effect.
In C++ I\'m trying to make a simple state machine for a game, based on classes. stateMan.setState<mainMenuState>();
Does anybody know a finite state machine that has guard feature in PH开发者_如何学CP ?Using PEAR\'s FSM (usage example), you can use the action callback to return the next state if the guard fails, li