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plugins/org.eclipse.etrice.doc/doc-tex/eTriceHTML/etrice-docse9.html diff --git a/plugins/org.eclipse.etrice.doc/doc-tex/010-room-introduction.tex b/plugins/org.eclipse.etrice.doc/doc-tex/010-room-introduction.tex index 696bd4011..e7dc13a98 100644 --- a/plugins/org.eclipse.etrice.doc/doc-tex/010-room-introduction.tex +++ b/plugins/org.eclipse.etrice.doc/doc-tex/010-room-introduction.tex @@ -45,17 +45,17 @@ A SW system which mainly consists of data transformations like signal/image proc The relation between classical object oriented programming and ROOM is comparable to the relation between assembler programming and C programming. It provides a shift of the object paradigm. As the picture shows, the classic object paradigm provides some kind of information hiding. Attributes can be accessed via access methods. Logical higher level methods provide the requested behavior to the user. -\includegraphics{images/010-RoomIntroduction01} +\includegraphics{images/010-RoomIntroduction01.png} % !images/010-RoomIntroduction01.png! As the figure illustrates, the classical object paradigm does not care about concurrency issues. The threads of control will be provided by the underlying operating system and the user is responsible to avoid access violations by using those operating system mechanisms directly (semaphore, mutex). -\includegraphics{images/010-RoomIntroduction02} +\includegraphics{images/010-RoomIntroduction02.png} % !images/010-RoomIntroduction02.png! ROOM provides the concept of a logical machine (called actor) with its own thread of control. It provides some kind of cooperative communication infrastructure with *run to completion* semantic. That makes developing of business logic easy and safe (see basic concepts). The logical machine provides an encapsulation shell including concurrency issues (see chapter \textbf{Run to completion}). -\includegraphics[width=\linewidth]{images/010-RoomIntroduction03} +\includegraphics[width=\linewidth]{images/010-RoomIntroduction03.png} % !images/010-RoomIntroduction03.png! This thinking of an object is much more general than the classic one. @@ -88,7 +88,7 @@ The basic elements of ROOM are the actors with their ports and protocols. The pr \caption{Actor and Protocol Example} \begin{tabular}{|l|l|} \hline -\includegraphics[scale=0.85]{images/040-ActorClass} & \includegraphics[scale=0.85]{images/040-ProtocolClassTextualNotation} \\ \hline +\includegraphics[scale=0.85]{images/040-ActorClass.png} & \includegraphics[scale=0.85]{images/040-ProtocolClassTextualNotation.png} \\ \hline \textbf{Actor with Subactors} & \textbf{Protocol Definition} \\ \hline \end{tabular} \end{table} @@ -121,12 +121,12 @@ The actor's behavior will be described with a state machine. A state in turn may Top level: -\includegraphics[width=\linewidth]{images/020-Blinky15} +\includegraphics[width=\linewidth]{images/020-Blinky15.png} % !images/020-Blinky15.png! \textit{blinking} Sub machine: -\includegraphics[width=\linewidth]{images/020-Blinky151} +\includegraphics[width=\linewidth]{images/020-Blinky151.png} % !images/020-Blinky151.png! From an abstract point of view there is a state \textit{blinking}. But a simple LED is not able to blink autonomously. Therefore you have to add more details to your model to make a LED blinking, but for the current work it is not of interest how the blinking is realized. This will be done in the next lower level of the hierarchy. @@ -142,7 +142,7 @@ Layering can be expressed in ROOM by Actors with specialized Ports, called Servi The Actor that provides a service implements an SPP and the client of that service implements an SAP. The Layer Connection connects all SAPs of a specific Protocol within an Actor hierarchy with an SPP that implements the service. From the Actors point of view, SAPs and SPPs behave almost like regular ports. -\includegraphics{images/010-LayerExample} +\includegraphics{images/010-LayerExample.png} % !images/010-LayerExample.png! The Example shows a layered model. The Layer Connections define e.g. that the \textit{ApplicationLayer} can only use the services of the \textit{ServiceLayer} and the \textit{CommunicationLayer}. Actors inside the \textit{ApplicationLayer} that implement an SAP for those services are connected directly to the implementation of the services. diff --git a/plugins/org.eclipse.etrice.doc/doc-tex/013-setting-up-the-workspace.tex b/plugins/org.eclipse.etrice.doc/doc-tex/013-setting-up-the-workspace.tex index eb8f8f26b..c86175b5c 100644 --- a/plugins/org.eclipse.etrice.doc/doc-tex/013-setting-up-the-workspace.tex +++ b/plugins/org.eclipse.etrice.doc/doc-tex/013-setting-up-the-workspace.tex @@ -10,42 +10,42 @@ ETrice generates code out of ROOM models. The code generator and the generated c Additionally some tutorial models will be provided to make it easy to start with eTrice. All this parts must be available in our workspace before you can start working. After installation of eclipse (juno) and the eTrice plug in, your workspace should look like this: -\includegraphics[width=\linewidth]{images/013-SetupWorkspace01} +\includegraphics[width=\linewidth]{images/013-SetupWorkspace01.png} % !images/013-SetupWorkspace01.png! Just the \textit{eTrice} menu item is visible from the eTrice tool. From the \textit{File} menu select \textbf{File->New->Project} -\includegraphics[width=\linewidth]{images/013-SetupWorkspace02} +\includegraphics[width=\linewidth]{images/013-SetupWorkspace02.png} % !images/013-SetupWorkspace02.png! Open the \textit{eTrice} tab and select \textit{eTrice Java Runtime} Press \textit{Next} and \textit{Finish} to install the Runtime into your workspace. -\includegraphics[width=\linewidth]{images/013-SetupWorkspace03} +\includegraphics[width=\linewidth]{images/013-SetupWorkspace03.png} % !images/013-SetupWorkspace03.png! Do the same steps for \textit{eTrice Java Modellib} and \textit{eTrice Java Tutorials}. To avoid temporary error markers you should keep the proposed order of installation. The resulting workspace should look like this: -\includegraphics[width=\linewidth]{images/013-SetupWorkspace04} +\includegraphics[width=\linewidth]{images/013-SetupWorkspace04.png} % !images/013-SetupWorkspace04.png! Now workspace is set up and you can perform the tutorials or start with your work. The tutorial models are available in the \textit{org.eclipse.etrice.tutorials} project. All tutorials are ready to generate and run without any changes. To start the code generator simply run \textbf{gen\_org.eclipse.etrice.tutorials.launch} as \textbf{gen\_org.eclipse.etrice.tutorials.launch}: -\includegraphics[width=\linewidth]{images/013-SetupWorkspace05} +\includegraphics[width=\linewidth]{images/013-SetupWorkspace05.png} % !images/013-SetupWorkspace05.png! After generation for each tutorial a java file called \textbf{SubSystem\_ModelnameRunner.java} is generated. To run the model simply run this file as a java application: -\includegraphics[width=\linewidth]{images/013-SetupWorkspace06} +\includegraphics[width=\linewidth]{images/013-SetupWorkspace06.png} % !images/013-SetupWorkspace06.png! To stop the application type \textit{quit} in the console window. -\includegraphics[width=\linewidth]{images/013-SetupWorkspace07} +\includegraphics[width=\linewidth]{images/013-SetupWorkspace07.png} % !images/013-SetupWorkspace07.png! Performing the tutorials will setup an dedicated project for each tutorial. Therefore there are some slight changes especially whenever a path must be set (e.g. to the model library) within your own projects. All this is described in the tutorials. diff --git a/plugins/org.eclipse.etrice.doc/doc-tex/015-getting-started.tex b/plugins/org.eclipse.etrice.doc/doc-tex/015-getting-started.tex index b5335fe21..95d5fa660 100644 --- a/plugins/org.eclipse.etrice.doc/doc-tex/015-getting-started.tex +++ b/plugins/org.eclipse.etrice.doc/doc-tex/015-getting-started.tex @@ -18,7 +18,7 @@ Make sure that you have set up the workspace as described in \textit{Setting up The easiest way to create a new eTrice Project is to use the eclipse project wizard. From the eclipse file menu select \textbf{File->New->Project} and create a new eTrice project and name it \textbf{HelloWorld}. -\includegraphics[width=\linewidth]{images/015-HelloWorld10} +\includegraphics[width=\linewidth]{images/015-HelloWorld10.png} % !images/015-HelloWorld10.png! The wizard creates everything that is needed to create, build and run an eTrice model. The resulting project should look like this: @@ -28,7 +28,7 @@ The wizard creates everything that is needed to create, build and run an eTrice Within the model directory the model file \textit{HelloWorld.room} was created. Open the \textit{HelloWorld.room} file and delete the contents of the file. Open the content assist with Ctrl+Space and select \textit{model skeleton}. -\includegraphics[width=\linewidth]{images/015-HelloWorld12} +\includegraphics[width=\linewidth]{images/015-HelloWorld12.png} % !images/015-HelloWorld12.png! Edit the template variables by typing the new names and jumping with Tab from name to name. @@ -76,17 +76,17 @@ We will implement the Hello World code on the initial transition of the \textit{ The state machine editor will be opened. Drag and drop an \textit{Initial Point} from the tool box to the diagram into the top level state. Drag and drop a \textit{State} from the tool box to the diagram. Confirm the dialogue with \textit{ok}. Select the \textit{Transition} in the tool box and draw the transition from the \textit{Initial Point} to the State. Open the transition dialogue by double clicking the transition arrow and fill in the action code. \begin{verbatim} -bc. System.out.println("Hello World !"); + System.out.println("Hello World !"); \end{verbatim} The result should look like this: -\includegraphics[width=\linewidth]{images/015-HelloWorld04} +\includegraphics[width=\linewidth]{images/015-HelloWorld04.png} % !images/015-HelloWorld04.png! Save the diagram and inspect the model file. Note that the textual representation was created after saving the diagram. -\includegraphics[width=\linewidth]{images/015-HelloWorld05} +\includegraphics[width=\linewidth]{images/015-HelloWorld05.png} % !images/015-HelloWorld05.png! @@ -94,25 +94,25 @@ Save the diagram and inspect the model file. Note that the textual representatio Now the model is finished and source code can be generated. The project wizard has created a launch configuration that is responsible for generating the source code. From \textit{HelloWorld/} right click \textbf{gen\_HelloWorld.launch} and run it as gen\_HelloWorld. All model files in the model directory will be generated. -\includegraphics[width=\linewidth]{images/015-HelloWorld06} +\includegraphics[width=\linewidth]{images/015-HelloWorld06.png} % !images/015-HelloWorld06.png! The code will be generated to the src-gen directory. The main function will be contained in \textbf{SubSystem\_HelloWorldRunner.java}. Select this file and run it as Java application. -\includegraphics{images/015-HelloWorld07} +\includegraphics{images/015-HelloWorld07.png} % !images/015-HelloWorld07.png! The Hello World application starts and the string will be printed on the console window. To stop the application the user must type \textbf{quit} in the console window. -\includegraphics[width=\linewidth]{images/015-HelloWorld08} +\includegraphics[width=\linewidth]{images/015-HelloWorld08.png} % !images/015-HelloWorld08.png! \section{Open the Message Sequence Chart} During runtime the application produced a MSC and wrote it to a file. Open HelloWorld/tmp/log/SubSystem\_HelloWorld\_Async.seq using Trace2UML (it is open source and can be obtained from http://trace2uml.tigris.org/). You should see something like this: -\includegraphics[width=\linewidth]{images/015-HelloWorld09} +\includegraphics[width=\linewidth]{images/015-HelloWorld09.png} % !images/015-HelloWorld09.png! @@ -120,4 +120,3 @@ During runtime the application produced a MSC and wrote it to a file. Open Hello Now you have generated your first eTrice model from scratch. You can switch between diagram editor and model (.room file) and you can see what will be generated during editing and saving the diagram files. You should take a look at the generated source files to understand how the state machine is generated and the life cycle of the application. The next tutorials will deal with more complex hierarchies in structure and behavior. - \ No newline at end of file diff --git a/plugins/org.eclipse.etrice.doc/doc-tex/020-tutorial-blinky.tex b/plugins/org.eclipse.etrice.doc/doc-tex/020-tutorial-blinky.tex index abdf68907..aa641610c 100644 --- a/plugins/org.eclipse.etrice.doc/doc-tex/020-tutorial-blinky.tex +++ b/plugins/org.eclipse.etrice.doc/doc-tex/020-tutorial-blinky.tex @@ -11,7 +11,7 @@ The package contains four java classes which implements a small window with a 3- The GUI looks like this: -\includegraphics{images/020-Blinky08} +\includegraphics{images/020-Blinky08.png} % !images/020-Blinky08.png! Within this tutorial we will just toggle the yellow light. @@ -58,12 +58,12 @@ RoomModel Blinky { Position the cursor outside any class definition and right click the mouse within the editor window. From the context menu select \textit{Content Assist} -\includegraphics[width=\linewidth]{images/020-Blinky02} +\includegraphics[width=\linewidth]{images/020-Blinky02.png} % !images/020-Blinky02.png! Select \textit{ActorClass - actor class skeleton} and name it \textit{Blinky}. -\includegraphics[width=\linewidth]{images/020-Blinky01} +\includegraphics[width=\linewidth]{images/020-Blinky01.png} % !images/020-Blinky01.png! Repeat the described procedure and name the new actor \textit{BlinkyController}. @@ -79,7 +79,7 @@ Inside the brackets use the \textit{Content Assist} (CTRL+Space) to create two i The resulting code should look like this: -\includegraphics[width=\linewidth]{images/020-Blinky03} +\includegraphics[width=\linewidth]{images/020-Blinky03.png} % !images/020-Blinky03.png! With Ctrl-Shift+F or selecting \textit{Format} from the context menu you can format the text. Note that all elements are displayed in the outline view. @@ -91,7 +91,7 @@ Switching on and off the LED is timing controlled. The timing service is provide This is the first time you use an element from the modellib. Make sure that your Java Build Path has the appropriate entry to the modellib. Otherwise the jave code, which will be generated from the modellib, can not be referenced. (right click to \textit{Blinky} and select properties. Select the \textit{Java Build Path} tab) -\includegraphics[width=\linewidth]{images/020-Blinky16} +\includegraphics[width=\linewidth]{images/020-Blinky16.png} % !images/020-Blinky16.png! After the build path is set up return to the model and navigate the cursor at the beginning of the model and import the timing service: @@ -115,7 +115,7 @@ Make sure that the path fits to your folder structure. The original tutorial cod Now it can be used within the model. Right click to \textbf{SubSystem\_Blinky} within the outline view. Select \textit{Edit Structure}. The \textit{application} is already referenced in the subsystem. Drag and Drop an \textit{ActorRef} to the \textbf{SubSystem\_Blinky} and name it \textit{timingService}. From the actor class drop down list select \textit{room.basic.service.timing.ATimingService}. Draw a \textit{LayerConnection} from \textit{application} to each service provision point (SPP) of the \textit{timingService}. The resulting structure should look like this: -\includegraphics[width=\linewidth]{images/020-Blinky06} +\includegraphics[width=\linewidth]{images/020-Blinky06.png} % !images/020-Blinky06.png! The current version of eTrice does not provide a graphical element for a service access point (SAP). Therefore the SAPs to access the timing service must be added in the .room file. Open the \textit{Blinky.room} file and navigate to the \textit{Blinky} actor. Add the following line to the structure of the actor: @@ -126,7 +126,7 @@ Do the same thing for \textit{BlinkyController}. The resulting code should look like this: -\includegraphics[width=\linewidth]{images/020-Blinky07} +\includegraphics[width=\linewidth]{images/020-Blinky07.png} % !images/020-Blinky07.png! @@ -134,7 +134,7 @@ The resulting code should look like this: From the outline view right click to \textit{Blinky} and select \textit{Edit Structure}. Drag and Drop an \textit{Interface Port} to the boarder of the \textit{Blinky} actor. Note that an interface port is not possible inside the actor. Name the port \textit{ControlPort} and select \textit{BlinkyControlProtocol} from the drop down list. Uncheck \textit{Conjugated} and \textit{Is Relay Port}. Click \textit{ok}. The resulting structure should look like this: -\includegraphics[width=\linewidth]{images/020-Blinky04} +\includegraphics[width=\linewidth]{images/020-Blinky04.png} % !images/020-Blinky04.png! Repeat the above steps for the \textit{BlinkyController}. Make the port \textit{Conjugated} @@ -146,7 +146,7 @@ From the outline view right click \textit{BlinkyTop} and select \textit{Edit Str Drag and Drop an \textit{ActorRef} inside the \textit{BlinkyTop} actor. Name it \textit{blinky}. From the actor class drop down list select \textit{Blinky}. Do the same for \textit{controller}. Connect the ports via the binding tool. The resulting structure should look like this: -\includegraphics[width=\linewidth]{images/020-Blinky05} +\includegraphics[width=\linewidth]{images/020-Blinky05.png} % !images/020-Blinky05.png! \section{Implement the Behavior} @@ -161,7 +161,7 @@ Open the transition dialog by double click the arrow to specify the trigger even The transition dialog should look like this: -\includegraphics[width=\linewidth]{images/020-Blinky09} +\includegraphics[width=\linewidth]{images/020-Blinky09.png} % !{width=500px}images/020-Blinky09.png! The defined ports will be generated as a member attribute of the actor class from type of the attached protocol. So, to send e message you must state \textit{port.message(param);}. In this example \textit{ControlPort.start()} sends the \textit{start} message via the \textit{ControlPort} to the outside world. Assuming that \textit{Blinky} is connected to this port, the message will start the one second blinking FSM. It is the same thing with the \textit{timer}. The SAP is also a port and follows the same rules. So it is clear that \textit{timer.Start(5000);} will send the \textit{Start} message to the timing service. The timing service will send a \textit{timeoutTick} message back after 5000ms. @@ -171,12 +171,12 @@ Within each transition the timer will be restarted and the appropriate message w The resulting state machine should look like this: (Note that the arrows peak changes if the transition contains action code.) -\includegraphics[width=\linewidth]{images/020-Blinky10} +\includegraphics[width=\linewidth]{images/020-Blinky10.png} % !images/020-Blinky10.png! Save the diagram and inspect the \textit{Blinky.room} file. The \textit{BlinkyController} should look like this: -\includegraphics[width=\linewidth]{images/020-Blinky11} +\includegraphics[width=\linewidth]{images/020-Blinky11.png} % !images/020-Blinky11.png! Now we will implement \textit{Blinky}. Due to the fact that \textit{Blinky} interacts with the GUI class a view things must to be done in the model file. @@ -185,7 +185,7 @@ Double click \textit{Blinky} in the outline view to navigate to \textit{Blinky} Add the following code: (type it or simply copy it from the tutorial project) -\includegraphics[width=\linewidth]{images/020-Blinky12} +\includegraphics[width=\linewidth]{images/020-Blinky12.png} % !images/020-Blinky12.png! \textit{usercode1} will be generated at the beginning of the file, outside the class definition. \textit{usercode2} will be generated within the class definition. The code imports the GUI class and instantiates the window class. Attributes for the carLights and pedLights will be declared to easily access the lights in the state machine. @@ -195,12 +195,12 @@ Now design the FSM of \textit{Blinky}. Remember, as the name suggested \textit{b Open the behavior diagram of \textit{Blinky} by right clicking the \textit{Blinky} actor in the outline view. Create two states named \textit{blinking} and \textit{off}. Right click to \textit{blinking} and create a subgraph. -\includegraphics[width=\linewidth]{images/020-Blinky13} +\includegraphics[width=\linewidth]{images/020-Blinky13.png} % !images/020-Blinky13.png! Create the following state machine. The trigger events between \textit{on} and \textit{off} are the \textit{timeoutTick} from the \textit{timer} port. -\includegraphics[width=\linewidth]{images/020-Blinky14} +\includegraphics[width=\linewidth]{images/020-Blinky14.png} % !images/020-Blinky14.png! Create entry code for both states by right clicking the state and select \textit{Edit State...} @@ -222,7 +222,7 @@ carLights.setState(TrafficLight3.OFF); Navigate to the Top level state by double clicking the \textit{/blinking} state. Create the following state machine: -\includegraphics[width=\linewidth]{images/020-Blinky15} +\includegraphics[width=\linewidth]{images/020-Blinky15.png} % !images/020-Blinky15.png! The trigger event from \textit{off} to \textit{blinking} is the \textit{start} event from the \textit{ControlPort}.The trigger event from \textit{blinking} to \textit{off} is the \textit{stop} event from the \textit{ControlPort}. diff --git a/plugins/org.eclipse.etrice.doc/doc-tex/030-tutorial-ped-lights.tex b/plugins/org.eclipse.etrice.doc/doc-tex/030-tutorial-ped-lights.tex index 4c6240b78..20d48843a 100644 --- a/plugins/org.eclipse.etrice.doc/doc-tex/030-tutorial-ped-lights.tex +++ b/plugins/org.eclipse.etrice.doc/doc-tex/030-tutorial-ped-lights.tex @@ -8,7 +8,7 @@ This tutorial is not like hello world or blinky. Being familiar with the basic t The idea behind the exercise is, to control a Pedestrian crossing light. We will use the same GUI as for the blinky tutorial but now we will use the \textit{REQUEST} button to start a FSM, which controls the traffic lights. -\includegraphics{images/020-Blinky08} +\includegraphics{images/020-Blinky08.png} % !images/020-Blinky08.png! The \textit{REQUEST} must lead to a model message which starts the activity of the lights. @@ -46,15 +46,15 @@ import room.basic.service.timing.* from \item Arrange the Structure and the Statemachines to understand the model \end{itemize} -\includegraphics[width=\linewidth]{images/030-PedLights01} +\includegraphics[width=\linewidth]{images/030-PedLights01.png} % !images/030-PedLights01.png! The \textit{GuiAdapter} represents the interface to the external code. It registers its \textit{ControlPort} by the external code. -\includegraphics[width=\linewidth]{images/030-PedLights02} +\includegraphics[width=\linewidth]{images/030-PedLights02.png} % !images/030-PedLights02.png! Visit the initial transition to understand the registration. The actor handles the incoming messages as usual and controls the traffic lights as known from blinky. -\includegraphics[width=\linewidth]{images/030-PedLights03} +\includegraphics[width=\linewidth]{images/030-PedLights03.png} % !images/030-PedLights03.png! The \textit{Controller} receives the \textit{start} message and controls the timing of the lights. Note that the \textit{start} message will be sent from the external code whenever the \textit{REQUEST} button is pressed. @@ -70,7 +70,7 @@ The \textit{Controller} receives the \textit{start} message and controls the tim \item Take a look at the generated MSC => notice that the start message will shown as if the \textit{GuiAdapter} had sent it. \end{itemize} -\includegraphics[width=\linewidth]{images/030-PedLights04} +\includegraphics[width=\linewidth]{images/030-PedLights04.png} % !images/030-PedLights04.png! \section{Why does it work and why is it safe?} diff --git a/plugins/org.eclipse.etrice.doc/doc-tex/034-getting-started_c.tex b/plugins/org.eclipse.etrice.doc/doc-tex/034-getting-started_c.tex index 642730c4e..3322dd291 100644 --- a/plugins/org.eclipse.etrice.doc/doc-tex/034-getting-started_c.tex +++ b/plugins/org.eclipse.etrice.doc/doc-tex/034-getting-started_c.tex @@ -31,28 +31,28 @@ Remember: The workspace should look like this: -\includegraphics{images/034-HelloWorldC01} +\includegraphics{images/034-HelloWorldC01.png} % !images/034-HelloWorldC01.png! The next step is to add the model folder: Right click on the new project. Select \textit{New->Folder_ and name it _model}. -\includegraphics{images/034-HelloWorldC02} +\includegraphics{images/034-HelloWorldC02.png} % !images/034-HelloWorldC02.png! Add the model file to the folder. Right click on the new folder. Select \textit{New->file} and name it \textit{HelloWorldC.room}. -\includegraphics{images/034-HelloWorldC03} +\includegraphics{images/034-HelloWorldC03.png} % !images/034-HelloWorldC03.png! Due to the file ending \textit{.room}, the tool will ask you to add the Xtext nature. Answer with \textit{Yes}. -\includegraphics{images/034-HelloWorldC04} +\includegraphics{images/034-HelloWorldC04.png} % !images/034-HelloWorldC04.png! The workspace should look like this: -\includegraphics{images/034-HelloWorldC05} +\includegraphics{images/034-HelloWorldC05.png} % !images/034-HelloWorldC05.png! @@ -97,32 +97,32 @@ Other than in Java a launch configuration for the C code generator must be creat From the \textit{Run} menu select \textit{Run Configurations} -\includegraphics{images/034-HelloWorldC06} +\includegraphics{images/034-HelloWorldC06.png} % !images/034-HelloWorldC06.png! Within the dialog select \textit{eTrice C Generator} and click the \textit{New} button to create a new launch configuration. -\includegraphics{images/034-HelloWorldC07} +\includegraphics{images/034-HelloWorldC07.png} % !images/034-HelloWorldC07.png! A new configuration should be created. Name it \textit{gen\_HelloWorldC} and add the model via one of the \textit{add} buttons. -\includegraphics{images/034-HelloWorldC08} +\includegraphics{images/034-HelloWorldC08.png} % !images/034-HelloWorldC08.png! In the \textit{Refresh} tab select \textit{The entire workspace} -\includegraphics{images/034-HelloWorldC09} +\includegraphics{images/034-HelloWorldC09.png} % !images/034-HelloWorldC09.png! In the \textit{Common} tab select \textit{Shared file} and add the \textit{HelloWorldC} project via the \textit{Browse} button. -\includegraphics{images/034-HelloWorldC10} +\includegraphics{images/034-HelloWorldC10.png} % !images/034-HelloWorldC10.png! Apply your changes. The new configuration should now exist in your workspace. -\includegraphics{images/034-HelloWorldC11} +\includegraphics{images/034-HelloWorldC11.png} % !images/034-HelloWorldC11.png! @@ -130,24 +130,24 @@ Apply your changes. The new configuration should now exist in your workspace. Now you can generate the code as you know it from Java. Right click on the launch configuration and run it as _gen_HelloWorldC_. -\includegraphics{images/034-HelloWorldC12} +\includegraphics{images/034-HelloWorldC12.png} % !images/034-HelloWorldC12.png! The code should be generated. -\includegraphics{images/034-HelloWorldC13} +\includegraphics{images/034-HelloWorldC13.png} % !images/034-HelloWorldC13.png! \section{Setup the include path} Before you can build the application you must setup the include path for the runtime system. Right click the project and select \textit{Properties}. Add the include path as described in \textit{setting up the workspace}. -\includegraphics{images/034-HelloWorldC14} +\includegraphics{images/034-HelloWorldC14.png} % !images/034-HelloWorldC14.png! Add the runtime library. -\includegraphics{images/034-HelloWorldC15} +\includegraphics{images/034-HelloWorldC15.png} % !images/034-HelloWorldC15! Recognize the name of the library ("org.eclipse.etrice.runtime.c"). The library file on your disk is "liborg.eclipse.etrice.runtime.c.a". @@ -158,7 +158,7 @@ Now you can build the application. Click the build button to build the applicati Run the application as \textit{Local C/C++ Application}. Verify the output. -\includegraphics{images/034-HelloWorldC16} +\includegraphics{images/034-HelloWorldC16.png} % !images/034-HelloWorldC16.png! \section{Summary} diff --git a/plugins/org.eclipse.etrice.doc/doc-tex/040-room-concepts.tex b/plugins/org.eclipse.etrice.doc/doc-tex/040-room-concepts.tex index 493c64fd5..0648c8660 100644 --- a/plugins/org.eclipse.etrice.doc/doc-tex/040-room-concepts.tex +++ b/plugins/org.eclipse.etrice.doc/doc-tex/040-room-concepts.tex @@ -166,14 +166,14 @@ Ports that define an external interface of the ActorClass, are defined in the \t \begin{longtable}{|b{2.5cm}|c|b{5.5cm}|} \hline \textbf{Element} & \textbf{Graphical Notation} & \textbf{Textual Notation} \\ \hline - \raggedright Class End Port & \includegraphics[scale=0.7]{images/040-ClassEndPort.png} & \begin{tabular}{c} \textbf{External Class End Port:} \\ \includegraphics[scale=0.7]{images/040-ClassEndPortTextual} \\ \textbf{Internal Class End Port:} \\ \includegraphics[scale=0.7]{images/040-ClassEndPortInternalTextual} \\ \end{tabular} \\ \hline - \raggedright Conjugated Class End Port & \includegraphics[scale=0.7]{images/040-ConjugatedClassEndPort.png} & \begin{tabular}{b{5.5cm}} \textbf{External Conjugated Class End Port:} \\ \includegraphics[scale=0.7]{images/040-ConjugatedClassEndPortTextual}\\ \textbf{Internal Conjugated Class End Port:} \\ \includegraphics[scale=0.7]{images/040-ConjugatedClassEndPortInternalTextual} \\ \end{tabular} \\ \hline - \raggedright Class Relay Port & \includegraphics[scale=0.7]{images/040-ClassRelayPort.png} & \includegraphics[scale=0.7]{images/040-ClassRelayPortTextual} \\ \hline - \raggedright Conjugated Class Relay Port & \includegraphics[scale=0.7]{images/040-ConjugatedClassRelayPort.png} & \includegraphics[scale=0.7]{images/040-ConjugatedClassRelayPortTextual} \\ \hline - \raggedright Replicated Class End Port & \includegraphics[scale=0.7]{images/040-ReplicatedClassEndPort.png} & \begin{tabular}{b{5.5cm}} \textbf{External Replicated Class End Port:} \\ \includegraphics[scale=0.7]{images/040-ReplicatedClassEndPortTextual} \\ \textbf{Internal Replicated Class End Port:} \\ \includegraphics[scale=0.7]{images/040-ReplicatedClassEndPortInternalTextual} \\ \end{tabular} \\ \hline - \raggedright Conjugated Replicated Class End Port & \includegraphics[scale=0.7]{images/040-ConjugatedReplicatedClassEndPort.png} & \begin{tabular}{b{5.5cm}} \textbf{External Conjugated Replicated Class End Port:} \\ \includegraphics[scale=0.7]{images/040-ConjugatedReplicatedClassEndPortTextual} \\ \textbf{Internal Conjugated Replicated Class End Port:} \\ \includegraphics[scale=0.7]{images/040-ConjugatedReplicatedClassEndPortInternalTextual} \\ \end{tabular} \\ \hline - \raggedright Replicated Class Relay Port & \includegraphics[scale=0.7]{images/040-ReplicatedClassRelayPort.png} & \includegraphics[scale=0.7]{images/040-ReplicatedClassRelayPortTextual} \\ \hline - \raggedright Conjugated Replicated Class Relay Port & \includegraphics[scale=0.7]{images/040-ConjugatedReplicatedClassRelayPort.png} & \includegraphics[scale=0.7]{images/040-ConjugatedReplicatedClassRelayPortTextual} \\ \hline + \raggedright Class End Port & \includegraphics[scale=0.7]{images/040-ClassEndPort.png} & \begin{tabular}{c} \textbf{External Class End Port:} \\ \includegraphics[scale=0.7]{images/040-ClassEndPortTextual.png} \\ \textbf{Internal Class End Port:} \\ \includegraphics[scale=0.7]{images/040-ClassEndPortInternalTextual.png} \\ \end{tabular} \\ \hline + \raggedright Conjugated Class End Port & \includegraphics[scale=0.7]{images/040-ConjugatedClassEndPort.png} & \begin{tabular}{b{5.5cm}} \textbf{External Conjugated Class End Port:} \\ \includegraphics[scale=0.7]{images/040-ConjugatedClassEndPortTextual.png}\\ \textbf{Internal Conjugated Class End Port:} \\ \includegraphics[scale=0.7]{images/040-ConjugatedClassEndPortInternalTextual.png} \\ \end{tabular} \\ \hline + \raggedright Class Relay Port & \includegraphics[scale=0.7]{images/040-ClassRelayPort.png} & \includegraphics[scale=0.7]{images/040-ClassRelayPortTextual.png} \\ \hline + \raggedright Conjugated Class Relay Port & \includegraphics[scale=0.7]{images/040-ConjugatedClassRelayPort.png} & \includegraphics[scale=0.7]{images/040-ConjugatedClassRelayPortTextual.png} \\ \hline + \raggedright Replicated Class End Port & \includegraphics[scale=0.7]{images/040-ReplicatedClassEndPort.png} & \begin{tabular}{b{5.5cm}} \textbf{External Replicated Class End Port:} \\ \includegraphics[scale=0.7]{images/040-ReplicatedClassEndPortTextual.png} \\ \textbf{Internal Replicated Class End Port:} \\ \includegraphics[scale=0.7]{images/040-ReplicatedClassEndPortInternalTextual.png} \\ \end{tabular} \\ \hline + \raggedright Conjugated Replicated Class End Port & \includegraphics[scale=0.7]{images/040-ConjugatedReplicatedClassEndPort.png} & \begin{tabular}{b{5.5cm}} \textbf{External Conjugated Replicated Class End Port:} \\ \includegraphics[scale=0.7]{images/040-ConjugatedReplicatedClassEndPortTextual.png} \\ \textbf{Internal Conjugated Replicated Class End Port:} \\ \includegraphics[scale=0.7]{images/040-ConjugatedReplicatedClassEndPortInternalTextual.png} \\ \end{tabular} \\ \hline + \raggedright Replicated Class Relay Port & \includegraphics[scale=0.7]{images/040-ReplicatedClassRelayPort.png} & \includegraphics[scale=0.7]{images/040-ReplicatedClassRelayPortTextual.png} \\ \hline + \raggedright Conjugated Replicated Class Relay Port & \includegraphics[scale=0.7]{images/040-ConjugatedReplicatedClassRelayPort.png} & \includegraphics[scale=0.7]{images/040-ConjugatedReplicatedClassRelayPortTextual.png} \\ \hline \end{longtable} \end{table} @@ -448,8 +448,8 @@ A few modeling elements are added to the set listed above: \begin{tabular}{|b{3cm}|c|c|} \hline \textbf{Description} & \textbf{Graphical Notation} & \textbf{Textual Notation} \\ \hline - State with sub state machine & \specialcell{Parent State \\ \includegraphics[scale=0.7]{images/040-StateWithSubFSM.jpg}} & \specialcell{Sub state machine \\ \includegraphics[scale=0.5]{images/040-StateWithSubFSMTextual}} \\ \hline - Entry Point & \specialcell{In sub state machine \\ \includegraphics[scale=0.7]{images/040-EntryPoint}} & \specialcell{ \\ \includegraphics{images/040-EntryPointTextual}} \\ \hline + State with sub state machine & \specialcell{Parent State \\ \includegraphics[scale=0.7]{images/040-StateWithSubFSM.jpg}} & \specialcell{Sub state machine \\ \includegraphics[scale=0.5]{images/040-StateWithSubFSMTextual.jpg}} \\ \hline + Entry Point & \specialcell{In sub state machine \\ \includegraphics[scale=0.7]{images/040-EntryPoint.jpg}} & \specialcell{ \\ \includegraphics{images/040-EntryPointTextual.jpg}} \\ \hline Exit Point & & \includegraphics{images/040-ExitPointTextual.jpg} \\ \hline \end{tabular} \end{table} diff --git a/plugins/org.eclipse.etrice.doc/doc-tex/080-etrice-models.tex b/plugins/org.eclipse.etrice.doc/doc-tex/080-etrice-models.tex index 6a06c164b..4adbc9ff3 100644 --- a/plugins/org.eclipse.etrice.doc/doc-tex/080-etrice-models.tex +++ b/plugins/org.eclipse.etrice.doc/doc-tex/080-etrice-models.tex @@ -36,7 +36,8 @@ When a \texttt{LogicalSstem} is instantiated then recursively all of the contain Once we have the ROOM class model we can configure values using the Config model. This can be done on the class level and/or on the instance level. Values defined for class attributes are used for all instances unless there is an instance value configured for the same attribute. -!images/080-config.jpg! +\includegraphics{images/080-config.jpg} +% !images/080-config.jpg! \section{The Physical Model} diff --git a/plugins/org.eclipse.etrice.doc/doc-tex/200-dev-reference.tex b/plugins/org.eclipse.etrice.doc/doc-tex/200-dev-reference.tex index ffaeefac3..f4ec5aea9 100644 --- a/plugins/org.eclipse.etrice.doc/doc-tex/200-dev-reference.tex +++ b/plugins/org.eclipse.etrice.doc/doc-tex/200-dev-reference.tex @@ -4,7 +4,7 @@ The basic components of eTrice are depicted in the following diagram. -\includegraphics[scale=0.5]{images/200-components} +\includegraphics[scale=0.5]{images/200-components.jpg} % !{width:50%}images/200-components.jpg! 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[next] + + + + + diff --git a/plugins/org.eclipse.etrice.doc/doc-tex/eTriceHTML/etrice-doc0x.png b/plugins/org.eclipse.etrice.doc/doc-tex/eTriceHTML/etrice-doc0x.png new file mode 100644 index 000000000..e98d5a6a4 Binary files /dev/null and b/plugins/org.eclipse.etrice.doc/doc-tex/eTriceHTML/etrice-doc0x.png differ diff --git a/plugins/org.eclipse.etrice.doc/doc-tex/eTriceHTML/etrice-doc1x.png b/plugins/org.eclipse.etrice.doc/doc-tex/eTriceHTML/etrice-doc1x.png new file mode 100644 index 000000000..542992046 Binary files /dev/null and b/plugins/org.eclipse.etrice.doc/doc-tex/eTriceHTML/etrice-doc1x.png differ diff --git a/plugins/org.eclipse.etrice.doc/doc-tex/eTriceHTML/etrice-doc2x.png b/plugins/org.eclipse.etrice.doc/doc-tex/eTriceHTML/etrice-doc2x.png new file mode 100644 index 000000000..542992046 Binary files /dev/null and b/plugins/org.eclipse.etrice.doc/doc-tex/eTriceHTML/etrice-doc2x.png differ diff --git a/plugins/org.eclipse.etrice.doc/doc-tex/eTriceHTML/etrice-doc3x.png b/plugins/org.eclipse.etrice.doc/doc-tex/eTriceHTML/etrice-doc3x.png new file mode 100644 index 000000000..717739998 Binary files /dev/null and b/plugins/org.eclipse.etrice.doc/doc-tex/eTriceHTML/etrice-doc3x.png differ diff --git a/plugins/org.eclipse.etrice.doc/doc-tex/eTriceHTML/etrice-docch1.html b/plugins/org.eclipse.etrice.doc/doc-tex/eTriceHTML/etrice-docch1.html new file mode 100644 index 000000000..27f6e6141 --- /dev/null +++ b/plugins/org.eclipse.etrice.doc/doc-tex/eTriceHTML/etrice-docch1.html @@ -0,0 +1,36 @@ + + +
+ diff --git a/plugins/org.eclipse.etrice.doc/doc-tex/eTriceHTML/etrice-docch10.html b/plugins/org.eclipse.etrice.doc/doc-tex/eTriceHTML/etrice-docch10.html new file mode 100644 index 000000000..67f444aa9 --- /dev/null +++ b/plugins/org.eclipse.etrice.doc/doc-tex/eTriceHTML/etrice-docch10.html @@ -0,0 +1,92 @@ + + +
This chapter gives an overview over the ROOM language elements and their textual +and graphical notation. The formal ROOM grammar based on Xtext (EBNF) you +can find here: ROOM Grammar +
+ diff --git a/plugins/org.eclipse.etrice.doc/doc-tex/eTriceHTML/etrice-docch11.html b/plugins/org.eclipse.etrice.doc/doc-tex/eTriceHTML/etrice-docch11.html new file mode 100644 index 000000000..973facc9c --- /dev/null +++ b/plugins/org.eclipse.etrice.doc/doc-tex/eTriceHTML/etrice-docch11.html @@ -0,0 +1,43 @@ + + +
+ diff --git a/plugins/org.eclipse.etrice.doc/doc-tex/eTriceHTML/etrice-docch12.html b/plugins/org.eclipse.etrice.doc/doc-tex/eTriceHTML/etrice-docch12.html new file mode 100644 index 000000000..b0f571dbd --- /dev/null +++ b/plugins/org.eclipse.etrice.doc/doc-tex/eTriceHTML/etrice-docch12.html @@ -0,0 +1,39 @@ + + +
+ diff --git a/plugins/org.eclipse.etrice.doc/doc-tex/eTriceHTML/etrice-docch13.html b/plugins/org.eclipse.etrice.doc/doc-tex/eTriceHTML/etrice-docch13.html new file mode 100644 index 000000000..62ffd1cde --- /dev/null +++ b/plugins/org.eclipse.etrice.doc/doc-tex/eTriceHTML/etrice-docch13.html @@ -0,0 +1,39 @@ + + +
+ diff --git a/plugins/org.eclipse.etrice.doc/doc-tex/eTriceHTML/etrice-docch14.html b/plugins/org.eclipse.etrice.doc/doc-tex/eTriceHTML/etrice-docch14.html new file mode 100644 index 000000000..edfaaaf9c --- /dev/null +++ b/plugins/org.eclipse.etrice.doc/doc-tex/eTriceHTML/etrice-docch14.html @@ -0,0 +1,65 @@ + + +
eTrice comprises several models: +
In the following diagram the models and their relations are depicted. The meaning of +the arrows is: uses/references. +
+
In the following sections we will describe those models with emphasis of their cross +relations. +
+ + + + + + + ++ diff --git a/plugins/org.eclipse.etrice.doc/doc-tex/eTriceHTML/etrice-docch15.html b/plugins/org.eclipse.etrice.doc/doc-tex/eTriceHTML/etrice-docch15.html new file mode 100644 index 000000000..c8a962d55 --- /dev/null +++ b/plugins/org.eclipse.etrice.doc/doc-tex/eTriceHTML/etrice-docch15.html @@ -0,0 +1,54 @@ + + +
+ diff --git a/plugins/org.eclipse.etrice.doc/doc-tex/eTriceHTML/etrice-docch2.html b/plugins/org.eclipse.etrice.doc/doc-tex/eTriceHTML/etrice-docch2.html new file mode 100644 index 000000000..1bf6a8ae0 --- /dev/null +++ b/plugins/org.eclipse.etrice.doc/doc-tex/eTriceHTML/etrice-docch2.html @@ -0,0 +1,67 @@ + + +
+ diff --git a/plugins/org.eclipse.etrice.doc/doc-tex/eTriceHTML/etrice-docch3.html b/plugins/org.eclipse.etrice.doc/doc-tex/eTriceHTML/etrice-docch3.html new file mode 100644 index 000000000..d16f51b81 --- /dev/null +++ b/plugins/org.eclipse.etrice.doc/doc-tex/eTriceHTML/etrice-docch3.html @@ -0,0 +1,48 @@ + + +
The eTrice Tutorials will help you to learn and understand the eTrice tool and +concepts. ETrice supports several target languages. The concepts will not be +explained for each language. +
Most of the common concepts will be described for Java as target language. To start +with a new language the first steps to setup the workspace and to generate and run +the first model will be described also. Target language specific aspects will be +described as well. +
Therefore the best way to start with eTrice is to follow the Java Tutorials and after +that switch to your target language. + + + + + + + + + +
++ diff --git a/plugins/org.eclipse.etrice.doc/doc-tex/eTriceHTML/etrice-docch4.html b/plugins/org.eclipse.etrice.doc/doc-tex/eTriceHTML/etrice-docch4.html new file mode 100644 index 000000000..0ffe04fbf --- /dev/null +++ b/plugins/org.eclipse.etrice.doc/doc-tex/eTriceHTML/etrice-docch4.html @@ -0,0 +1,111 @@ + + +
ETrice generates code out of ROOM models. The code generator and the generated +code relies on a runtime framework and on some ready to use model parts. This parts +provide services like: +
Additionally some tutorial models will be provided to make it easy to start with +eTrice. All this parts must be available in our workspace before you can start +working. After installation of eclipse (juno) and the eTrice plug in, your workspace +should look like this: +
+
Just the eTrice menu item is visible from the eTrice tool. From the File menu select +File->New->Project +
+
Open the eTrice tab and select eTrice Java Runtime +
Press Next and Finish to install the Runtime into your workspace. +
+
Do the same steps for eTrice Java Modellib and eTrice Java Tutorials. To avoid +temporary error markers you should keep the proposed order of installation. The +resulting workspace should look like this: +
+
Now workspace is set up and you can perform the tutorials or start with your +work. +
The tutorial models are available in the org.eclipse.etrice.tutorials project. All +tutorials are ready to generate and run without any changes. To start the +code generator simply run gen_org.eclipse.etrice.tutorials.launch as +gen_org.eclipse.etrice.tutorials.launch: + +
+
After generation for each tutorial a java file called SubSystem_ModelnameRunner.java +is generated. To run the model simply run this file as a java application: +
+
To stop the application type quit in the console window. +
+
Performing the tutorials will setup an dedicated project for each tutorial. Therefore +there are some slight changes especially whenever a path must be set (e.g. to + + + +the model library) within your own projects. All this is described in the +tutorials. + + + + + + + + + +
++ diff --git a/plugins/org.eclipse.etrice.doc/doc-tex/eTriceHTML/etrice-docch5.html b/plugins/org.eclipse.etrice.doc/doc-tex/eTriceHTML/etrice-docch5.html new file mode 100644 index 000000000..89fbd7eab --- /dev/null +++ b/plugins/org.eclipse.etrice.doc/doc-tex/eTriceHTML/etrice-docch5.html @@ -0,0 +1,52 @@ + + +
+ diff --git a/plugins/org.eclipse.etrice.doc/doc-tex/eTriceHTML/etrice-docch6.html b/plugins/org.eclipse.etrice.doc/doc-tex/eTriceHTML/etrice-docch6.html new file mode 100644 index 000000000..aa1cb62c7 --- /dev/null +++ b/plugins/org.eclipse.etrice.doc/doc-tex/eTriceHTML/etrice-docch6.html @@ -0,0 +1,58 @@ + + +
+ diff --git a/plugins/org.eclipse.etrice.doc/doc-tex/eTriceHTML/etrice-docch7.html b/plugins/org.eclipse.etrice.doc/doc-tex/eTriceHTML/etrice-docch7.html new file mode 100644 index 000000000..6ecca3deb --- /dev/null +++ b/plugins/org.eclipse.etrice.doc/doc-tex/eTriceHTML/etrice-docch7.html @@ -0,0 +1,65 @@ + + +
+ diff --git a/plugins/org.eclipse.etrice.doc/doc-tex/eTriceHTML/etrice-docch8.html b/plugins/org.eclipse.etrice.doc/doc-tex/eTriceHTML/etrice-docch8.html new file mode 100644 index 000000000..d69a2d3e9 --- /dev/null +++ b/plugins/org.eclipse.etrice.doc/doc-tex/eTriceHTML/etrice-docch8.html @@ -0,0 +1,43 @@ + + +
+ diff --git a/plugins/org.eclipse.etrice.doc/doc-tex/eTriceHTML/etrice-docch9.html b/plugins/org.eclipse.etrice.doc/doc-tex/eTriceHTML/etrice-docch9.html new file mode 100644 index 000000000..ed76beb5b --- /dev/null +++ b/plugins/org.eclipse.etrice.doc/doc-tex/eTriceHTML/etrice-docch9.html @@ -0,0 +1,52 @@ + + +
+ diff --git a/plugins/org.eclipse.etrice.doc/doc-tex/eTriceHTML/etrice-docli1.html b/plugins/org.eclipse.etrice.doc/doc-tex/eTriceHTML/etrice-docli1.html new file mode 100644 index 000000000..be0264a3b --- /dev/null +++ b/plugins/org.eclipse.etrice.doc/doc-tex/eTriceHTML/etrice-docli1.html @@ -0,0 +1,261 @@ + + +
+ diff --git a/plugins/org.eclipse.etrice.doc/doc-tex/eTriceHTML/etrice-docse1.html b/plugins/org.eclipse.etrice.doc/doc-tex/eTriceHTML/etrice-docse1.html new file mode 100644 index 000000000..c9bc249d2 --- /dev/null +++ b/plugins/org.eclipse.etrice.doc/doc-tex/eTriceHTML/etrice-docse1.html @@ -0,0 +1,38 @@ + + +
eTrice provides an implementation of the ROOM modeling language (Real Time +Object Oriented Modeling) together with editors, code generators for Java, C++ and +C code and exemplary target middleware. +
The model is defined in textual form (Xtext) with graphical editors (Graphiti) for the +structural and behavioral (i.e. state machine) parts. + + + +
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During runtime the application produced a MSC and wrote it to a file. Open +HelloWorld/tmp/log/SubSystem_HelloWorld_Async.seq using Trace2UML (it is +open source and can be obtained from http://trace2uml.tigris.org/). You should see +something like this: +
+ + + +
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Now you have generated your first eTrice model from scratch. You can switch +between diagram editor and model (.room file) and you can see what will be +generated during editing and saving the diagram files. You should take a look at the +generated source files to understand how the state machine is generated and the life +cycle of the application. The next tutorials will deal with more complex hierarchies in +structure and behavior. + + + + + + + + + +
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This tutorial describes how to use the TimingService, how to combine a generated +model with manual code and how to model a hierarchical state machine. The idea of +the tutorial is to switch a LED on and off. The behavior of the LED should be: +blinking in a one second interval for 5 seconds, stop blinking for 5 seconds, +blinking, stop,... For this exercise we will use a little GUI class that will be +used in more sophisticated tutorials too. The GUI simulates a pedestrian +traffic crossing. For now, just a simple LED simulation will be used from the +GUI. +
After the exercise is created you must copy the GUI to your src directory (see +below). +
The package contains four java classes which implements a small window with a +3-light traffic light which simulates the signals for the car traffic and a 2-light traffic +light which simulates the pedestrian signals. +
The GUI looks like this: +
+
Within this tutorial we will just toggle the yellow light. +
You will perform the following steps: +
+
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Remember the exercise HelloWorld. Create a new eTrice project and name it +Blinky. +
To use the GUI please copy the package org.eclipse.etrice.tutorials.PedLightGUI from +org.eclipse.etrice.tutorials/src to your *src* directory Blinky/src. For this tutorial you +must remove the error markers by editing the file PedestrianLightWndNoTcp.java. +Appropriate comments are provided to remove the error markers for this +turorial. +
Open the Blinky.room file and copy the following code into the file or use content +assist to create the model. + + + +
+ + + +
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Position the cursor outside any class definition and right click the mouse within the +editor window. From the context menu select Content Assist +
+
Select ActorClass - actor class skeleton and name it Blinky. +
+
Repeat the described procedure and name the new actor BlinkyController. +
With Ctrl+Shift+F you can beautify the model code. +
Save the model and visit the outline view. + + + +
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With the help of Content Assist create a ProtocolClass and name it +BlinkyControlProtocol. Inside the brackets use the Content Assist (CTRL+Space) to +create two incoming messages called start and stop. +
The resulting code should look like this: +
+
With Ctrl-Shift+F or selecting Format from the context menu you can format the +text. Note that all elements are displayed in the outline view. + + + +
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Switching on and off the LED is timing controlled. The timing service is provided +from the model library and must be imported before it can be used from the +model. +
This is the first time you use an element from the modellib. Make sure that your Java +Build Path has the appropriate entry to the modellib. Otherwise the jave code, which +will be generated from the modellib, can not be referenced. (right click to Blinky and +select properties. Select the Java Build Path tab) +
+
After the build path is set up return to the model and navigate the cursor at the +beginning of the model and import the timing service: + + + +
+
Make sure that the path fits to your folder structure. The original tutorial code is +different due to the folder structure. +
Now it can be used within the model. Right click to SubSystem_Blinky within the +outline view. Select Edit Structure. The application is already referenced in +the subsystem. Drag and Drop an ActorRef to the SubSystem_Blinky +and name it timingService. From the actor class drop down list select +room.basic.service.timing.ATimingService. Draw a LayerConnection from application +to each service provision point (SPP) of the timingService. The resulting structure +should look like this: +
+
The current version of eTrice does not provide a graphical element for a service +access point (SAP). Therefore the SAPs to access the timing service must be added +in the .room file. Open the Blinky.room file and navigate to the Blinky actor. Add +the following line to the structure of the actor: + + + +
+
Do the same thing for BlinkyController. +
The resulting code should look like this: +
+ + + +
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From the outline view right click to Blinky and select Edit Structure. Drag and Drop +an Interface Port to the boarder of the Blinky actor. Note that an interface +port is not possible inside the actor. Name the port ControlPort and select +BlinkyControlProtocol from the drop down list. Uncheck Conjugated and Is Relay +Port. Click ok. The resulting structure should look like this: +
+
Repeat the above steps for the BlinkyController. Make the port Conjugated +
Keep in mind that the protocol defines start and stop as incoming messages. +Blinky receives this messages and therefore Blinky’s ControlPort must be +a regular port and BlinkyController’s ControlPort must be a conjugated +port. +
From the outline view right click BlinkyTop and select Edit Structure. +
Drag and Drop an ActorRef inside the BlinkyTop actor. Name it blinky. +From the actor class drop down list select Blinky. Do the same for controller. +Connect the ports via the binding tool. The resulting structure should look like +this: +
+ + + +
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The application should switch on and off the LED for 5 seconds in a 1 second +interval, then stop blinking for 5 seconds and start again. To implement this behavior +we will implement two FSMs. One for the 1 second interval and one for the 5 second +interval. The 1 second blinking should be implemented in Blinky. The 5 second +interval should be implemented in BlinkyController. First implement the +Controller. +
Right click to BlinkyController and select Edit Behavior. Drag and Drop the Initial +Point and two States into the top state. Name the states on and off. Use the +Transition tool to draw transitions from init to on from on to off and from off to +on. +
Open the transition dialog by double click the arrow to specify the trigger event and +the action code of each transition. Note that the initial transition does not have a +trigger event. +
The transition dialog should look like this: +
+
The defined ports will be generated as a member attribute of the actor class +from type of the attached protocol. So, to send e message you must state +port.message(param);. In this example ControlPort.start() sends the start message +via the ControlPort to the outside world. Assuming that Blinky is connected to this +port, the message will start the one second blinking FSM. It is the same +thing with the timer. The SAP is also a port and follows the same rules. +So it is clear that timer.Start(5000); will send the Start message to the +timing service. The timing service will send a timeoutTick message back after +5000ms. +
Within each transition the timer will be restarted and the appropriate message will +be sent via the ControlPort. +
The resulting state machine should look like this: (Note that the arrows peak changes +if the transition contains action code.) +
+
Save the diagram and inspect the Blinky.room file. The BlinkyController should look +like this: +
+
Now we will implement Blinky. Due to the fact that Blinky interacts with the GUI +class a view things must to be done in the model file. +
Double click Blinky in the outline view to navigate to Blinky within the model +file. Add the following code: (type it or simply copy it from the tutorial + + + +project) +
+
usercode1 will be generated at the beginning of the file, outside the class definition. +usercode2 will be generated within the class definition. The code imports the GUI +class and instantiates the window class. Attributes for the carLights and pedLights +will be declared to easily access the lights in the state machine. The Operation +destroyUser() is a predefined operation that will be called during shutdown of the +application. Within this operation, cleanup of manual coded classes can be +done. +
Now design the FSM of Blinky. Remember, as the name suggested blinking is a state +in which the LED must be switched on and off. We will realize that by an +hierarchical FSM in which the blinking state has two sub states. +
Open the behavior diagram of Blinky by right clicking the Blinky actor in the outline +view. Create two states named blinking and off. Right click to blinking and create a +subgraph. +
+
Create the following state machine. The trigger events between on and off are the +timeoutTick from the timer port. +
+
Create entry code for both states by right clicking the state and select Edit +State... +
Entry code of on is: + + + +
+
Entry code of off is: + + + +
+
Navigate to the Top level state by double clicking the /blinking state. Create the +following state machine: +
+
The trigger event from off to blinking is the start event from the ControlPort.The +trigger event from blinking to off is the stop event from the ControlPort. Note: The +transition from blinking to off is a so called group transition. This is a outgoing +transition from a super state (state with sub states) without specifying the concrete +leave state (state without sub states). An incoming transition to a super state is +called history transition. +
Action code of the init transition is: + + + +
+
Action code from blinking to off is: + + + +
+
The model is complete now. You can run and debug the model as described in +getting started. Have fun. +
The complete model can be found in /org.eclipse.etrice.tutorials/model/Blinky. + + + +
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Run the model and take a look at the generated MSCs. Inspect the generated code +to understand the runtime model of eTrice. Within this tutorial you have +learned how to create a hierarchical FSM with group transitions and history +transitions and you have used entry code. You are now familiar with the +basic features of eTrice. The further tutorials will take this knowledge as a +precondition. + + + + + + + + + +
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eTrice is all about the reduction of complexity: +
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This tutorial shows how data will be sent in a eTrice model. Within the +example you will create two actors (MrPing and MrPong). MrPong will +simply loop back every data it received. MrPing will send data and verify the +result. +
You will perform the following steps: +
+
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Remember exercise HelloWorld. Create a new eTrice project and name it +SendingData. Open the SendingData.room file and copy the following code into the +file or use content assist to create the model. + + + +
+ + + +
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Position the cursor outside any class definition and right click the mouse +within the editor window. From the context menu select Content Assist (or +Ctrl+Space). +
+
Select DataClass - data class skeleton and name it DemoData. Remove the +operations and add the following Attributes: + + + +
+
Save the model and visit the outline view. Note that the outline view contains all +data elements as defined in the model. + + + +
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With the help of Content Assist create a ProtocolClass and name it PingPongProtocol. +Create the following messages: + + + +
+ + + +
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With the help of Content Assist create two new actor classes and name them MrPing +and MrPong. The resulting model should look like this: + + + +
+
The outline view should look like this: + + + +
+ + + +
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Save the model and visit the outline view. Within the outline view, right click on the +MrPong actor and select Edit Structure. Select an Interface Port from the +toolbox and add it to MrPong. Name the Port PingPongPort and select the +PingPongProtocol. +
+
Do the same with MrPing but mark the port as conjugated +
+
Within the outline view, right click MrPong and select Edit Behavior. Create the +following state machine: +
+
The transition dialogues should look like this: For ping: +
+
For pingSimple: +
+
+
Within the outline view double click MrPing. Navigate the cursor to the behavior of +MrPing. With the help of content assist create a new operation. +
+
Name the operation printData and define the DemoData as a parameter. +
Fill in the following code: + + + +
+
For MrPing create the following state machine: (Remember that you can copy and +paste the action code from the tutorial directory.) +
+
The transition dialogues should look like this: +
For init: +
+
For wait1: +
+
For next: +
+
For wait2: +
+ + + +
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Open the Structure from SendingDataTop and add MrPing and MrPong as a +reference. Connect the ports. +
+
+The model is finished now and can be found in +/org.eclipse.etrice.tutorials/model/SendingData.
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Generate the code by right click to gen_SendingData.launch and run it as +gen_SendingData. Run the model. The output should look like this: + + + +
+ + + +
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Within the first loop an integer value will be incremented by MrPong and +sent back to MrPing. As long as the guard is true MrPing sends back the +value. +
Within the next transition, MrPing creates a data class and sends the default values. +Then MrPing changes the values and sends the class again. At this point you +should note that during the send operation, a copy of the data class will be +created and sent. Otherwise it would not be possible to send the same object +two times, even more it would not be possible to send a stack object at +all. This type of data passing is called sending data by value. However, for +performance reasons some applications requires sending data by reference. In this +case the user is responsible for the life cycle of the object. In Java the VM +takes care of the life cycle of an object. This is not the case for C/C++. +Consider that a object which is created within a transition of a state machine +will be destroyed when the transition is finished. The receiving FSM would +receive an invalid reference. Therefore care must be taken when sending +references. +
For sending data by reference you simply have to add the keyword ref to the protocol +definition. + + + +
+
Make the test and inspect the console output. + + + + + + + + + +
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The scope of this tutorial is to demonstrate how to receive model messages from +outside the model. Calling methods which are not part of the model is simple and +you have already done this within the blinky tutorial (this is the other way round: +model => external code). Receiving events from outside the model is a very +common problem and a very frequently asked question. Therefore this tutorial +shows how an external event (outside the model) can be received by the +model. +
This tutorial is not like hello world or blinky. Being familiar with the basic tool +features is mandatory for this tutorial. The goal is to understand the mechanism not +to learn the tool features. +
The idea behind the exercise is, to control a Pedestrian crossing light. We will use the +same GUI as for the blinky tutorial but now we will use the REQUEST button to +start a FSM, which controls the traffic lights. +
+
The REQUEST must lead to a model message which starts the activity of the +lights. +
There are several possibilities to receive external events (e.g. TCP/UDP Socket, +using OS messaging mechanism), but the easiest way is, to make a port usable from +outside the model. To do that a few steps are necessary: +
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This chapter will give a rough overview of what ROOM ( eal time bject +riented odeling) is and what it is good for. It will try to answer the following +questions: +
+
Room was developed in the 1990th on the background of the upcoming mobile +applications with the goal to manage the complexity of such huge SW-Systems. From +the very beginning ROOM has focused on a certain type of SW-Systems and is, in +contrast to the UML, well suited for this kind of systems. In this sense, ROOM is a +DSL (Domain Specific Language) for distributed, event driven, real time +systems. +
Bran Selic, Garth Gullekson and Paul T. Ward have published the concepts 1994 in +the book Real-Time Object-Oriented Modeling. The company object time +TMdeveloped a ROOM tool which was taken over by Rational SW TMand later +on by IBM TM. The company Protos Software Gmbh TMalso developed a +ROOM tool called Trice TMfor control software for production machines and +automotive systems. Trice TMis the predecessor of eTrice (see Introduction to +eTrice). +
From our point of view ROOM provides still the clearest, simplest, most complete +and best suited modeling concepts for the real time domain. All later proposals like +the UML do not fit as well to this kind of problems. +
+
As mentioned before ROOM addresses distributed, event driven, real time systems. +But what is a *real time system*? ROOM defines a set of properties which are +typical for a real time system. These properties are: +
Each of these properties has potential to make SW development complex. If a given +system can be characterized with a combination of or all of these properties, ROOM +might be applied to such a system. +
As an example take a look at a washing machine. The system has to react on user +interactions, has to handle some error conditions like a closed water tap or a defective +lye pump. It has to react simultaneously to all these inputs. It has to close the water +valve in a certain time to avoid flooding the basement. So, the system can be +characterized as timely, concurrent and reactive. As long as the washing machine +does not transform to a laundry drier by itself, the system has no dynamic +internal structure and as long as all functions are running on a single micro +controller the (SW)-system is not distributed. ROOM fits perfect to such a +system. +
A SW system which mainly consists of data transformations like signal/image +processing or a loop controller (e.g. a PID controller) cannot be characterized with +any of the above mentioned properties. However, in the real world most of the SW +systems will be a combination of both. ROOM can be combined with such systems, +so that for example an actor provides a *run to completion* context for calculating +an image processing algorithm or a PID controller. +
+
The relation between classical object oriented programming and ROOM is +comparable to the relation between assembler programming and C programming. It +provides a shift of the object paradigm. As the picture shows, the classic object +paradigm provides some kind of information hiding. Attributes can be accessed via +access methods. Logical higher level methods provide the requested behavior to the +user. +
+
As the figure illustrates, the classical object paradigm does not care about +concurrency issues. The threads of control will be provided by the underlying +operating system and the user is responsible to avoid access violations by using those +operating system mechanisms directly (semaphore, mutex). +
+
ROOM provides the concept of a logical machine (called actor) with its +own thread of control. It provides some kind of cooperative communication +infrastructure with *run to completion* semantic. That makes developing of +business logic easy and safe (see basic concepts). The logical machine provides +an encapsulation shell including concurrency issues (see chapter Run to +completion). +
+
This thinking of an object is much more general than the classic one. + + + +
+
ROOM has a lot of benefits and it depends on the users point of view which is the +most important one. From a general point of view the most important benefit is, that +ROOM allows to create SW systems very efficient, robust and safe due to the fact +that it provides some abstract, high level modeling concepts combined with code +generation and a small efficient runtime environment. +
In detail: +
+
Generating code from models will introduce some overhead in terms of memory +footprint as well as performance. For most systems the overhead will be negligible. +However, the decision for using ROOM should be made explicitly and it is always a +trade off between development costs, time to market and costs in terms of a little bit +more of memory and performance. Thanks to the powerful component model, ROOM +is especially well suited for the development of software product lines with their need +for reusable core assets. +
Care must be taken during the introduction of the new methodology. Due to the fact +that ROOM provides a shift of the object paradigm, developers and teams need a +phase of adaption. Every benefit comes at a price. + + + +
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+Copy the model from /org.eclipse.etrice.tutorials/model/PedLightsController +to your model file, or run the model directly in the tutorial directory.
+
The GuiAdapter represents the interface to the external code. It registers its +ControlPort by the external code. +
Visit the initial transition to understand the registration. The actor handles the +incoming messages as usual and controls the traffic lights as known from +blinky. +
The Controller receives the start message and controls the timing of the lights. +Note that the start message will be sent from the external code whenever the +REQUEST button is pressed. +
+ + + +
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The tutorial shows that it is generally possible to use every port from outside the +model as long as the port knows its peer. This is guaranteed by describing protocol +and the complete structure (especially the bindings) within the model. The only +remaining question is: Why is it safe and does not violate the run to completion +semantic. To answer this question, take a look at the MessageService.java from the +runtime environment. There you will find the receive method which puts each +message into the queue. + + + +
+
This method is synchronized. That means, regardless who sends the message, the +queue is secured. If we later on (e.g. for performance reasons in C/C++) distinguish +between internal and external senders (same thread or not), care must be taken to +use the external (secure) queue. + + + + + + + + + + + + + + + + + + + + + +
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In this tutorial you will create a more complex model. The model implements a +simple parser that removes comments (block comments and line comments) from a C +source file. Therefore we will create two actors. One actor is responsible to perform +the file operations, while the second actor implements the parser. +
You will perform the following steps: +
+
Make sure that you have set up the workspace as described in Setting up the +Workspace for C Projects. + + + +
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Remember the following steps from the previous tutorials: +
The workspace should look like this: +
+
Create a launch configuration for the C generator and add the include path and +library as described in HelloWorldC. +
The workspace should look like this: +
+
Now the model is created and all settings for the code generator, compiler and linker +are done. + + + +
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The planed application should read a C source file and remove the comments. +Therefore we need a file descriptor which is not part of the basic C types. The type +for the file descriptor for MinGW is FILE. To make this type available on the model +level, you have to declare the type. +
Open the file Types.room from org.eclipse.modellib.c and take a look at the +declaration of string (last line) which is not a basic C type. +
PrimitiveType string:ptCharacter -> charPtr default "0" +
With this declaration, you make the string keyword available on model level as a +primitive type. This type will be translated to charPtr in your C sources. charPtr is +defined in etDatatypes.h. This header file is platform specific (generic). With this +mechanism you can define your own type system on model level and map the model +types to specific target/platform types. +
To not interfere with other models, we will declare the type direct in the model. Add +the following line to your model: + + + +
+
FILE is the native type for MinGW. Therefore you don’t need a mapping within +etDatatypes.h. If your model should be portable across different platforms you should +not take this shortcut. + + + +
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Due to the former tutorials you should be familiar with the steps to create the model +with protocols, actors and state machines. +
The basic idea of the exercise is to create a file reader actor, which is responsible to +open, close and read characters from the source file. Another actor receives the +characters and filters the comments (parser). The remaining characters (pure source +code) should be print out. +
Remember the logical steps: +
Try to create the model by yourself and take the following solution as an +example. +
Structure: +
+
File reader FSM: +
+
Parser FSM: +
+
The complete model can be found in org.eclipse.etrice.tutorials.c +
Take a look at the file attribute of the file reader. + + + +
+
fopen expects a FILE *. f:file ref declares a variable f from type reference to file, +which is a pointer to FILE. + + + +
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Before you can run the model you should copy one of the generated C source files +into the project folder and name it test.txt. +
+
Generate, build and run the model. +
Your output should start like this: +
+ + + +
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This tutorial should help you to train the necessary steps to create a C model. By the +way you have seen how to create your own type system for a real embedded project. +An additional aspect was to show how simple it is to separate different aspects of the +required functionality by the use of actors and protocols and make them +reusable. + + + + + + + + + +
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+
The actor is the basic structural building block for building systems with ROOM. An +actor can be refined hierarchically and thus can be of arbitrarily large scope. Ports +define the interface of an actor. An Actor can also have a behavior usually defined by +a finite state machine. +
+
+
+
An ActorClass defines the type (or blueprint) of an actor. Hierarchies are +built by ActorClasses that contain ActorReferences which have another +ActorClass as type. The interface of an ActorClass is always defined by Ports. +The ActorClass can also contain Attributes, Operations and a finite state +machine. +
External Ports define the external interface of an actor and are defined in the +*Interface* section of the ActorClass. +
Internal Ports define the internal interface of an actor and are defined in the +*Structure* section of the ActorClass. +
Bindings connect Ports inside an ActorClass. +
Example: +
+Attributes are part of the Structure of an ActorClass. They can be of a +PrimitiveType or a DataClass. +
Example: +
+
+
Operations are part of the Behavior of an ActorClass. Arguments and return values +can be of a PrimitiveType or a DataClass. DataClasses can be passed by value +(implicit) or by reference (keyword ref). +
Example: +
+ + + +
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+
A ProtocolClass defines a set of incoming and outgoing messages that can be +exchanged between two ports. The exact semantics of a message is defined by the +execution model. +
+
+
ProtocolClasses have only textual notation. The example defines a ProtocolClass +with 2 incoming and two outgoing messages. Messages can have data attached. The +data can be of a primitive type (e.g. int32, float64, ...) or a DataClass. +
+ + + +
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+
The basic elements of ROOM are the actors with their ports and protocols. The +protocol provides a formal interface description. The port is an interaction point +where the actor interacts with its outside world. Each port has exactly one +protocol attached. The sum of all ports builds up the complete interface +of an actor. Each port can receive messages, with or without data, which +are defined in the attached protocol. Each message will be handled by the +actors behavior (state machine) or will be delegated to the actors internal +structure. +
+The actor provides access protection for its own attributes (including complex types +(classical objects)), including concurrency protection. An actor has neither public +attributes nor public operations. The only interaction with the outside world +takes place via interface ports. This ensures a high degree of reusability on +actor level and provides an effective and safe programming model to the +developer. +
Receiving a message via a port will trigger the internal state machine. A transition +will be executed depending on the message and the current state. Within this +transition, detail level code will be executed and response messages can be +sent. +
With this model, a complex behavior can be divided into many relatively simple, +linked actors. To put it the other way round: The complex behavior will be provided +by a network of relatively simple components which are communicating with each +other via well defined interfaces. +
ROOM provides two types of hierarchy. Behavioral hierarchy and structural +hierarchy. Structural hierarchy means that actors can be nested to arbitrary depth. +Usually you will add more and more details to your application with each nesting +level. That means you can focus yourself on any level of abstraction with always the +same element, the actor. Structural hierarchy provides a powerful mechanism to +divide your problem in smaller pieces, so that you can focus on the level of +abstraction you want to work on. +
The actor’s behavior will be described with a state machine. A state in turn may +contain sub states. This is another possibility to focus on an abstraction level. Take +the simple FSM from the blinky actor from the blinky tutorial. +
Top level: +
+
blinking Sub machine: +
+
From an abstract point of view there is a state blinking. But a simple LED is not +able to blink autonomously. Therefore you have to add more details to your +model to make a LED blinking, but for the current work it is not of interest +how the blinking is realized. This will be done in the next lower level of the +hierarchy. +
This simple example might give an idea how powerful this mechanisms is. +
The hierarchical FSM provides a rich tool box to describe real world problems (see +room concepts). + + + +
+
Layering is another well known form of abstraction to reduce complexity in the +structure of systems. ROOM is probably the only language that supports Layering +directly as language feature. Layering can be expressed in ROOM by Actors with +specialized Ports, called Service Access Points (*SAP*) and Service Provision Points +(*SPP*). +
The Actor that provides a service implements an SPP and the client of that service +implements an SAP. The Layer Connection connects all SAPs of a specific +Protocol within an Actor hierarchy with an SPP that implements the service. +From the Actors point of view, SAPs and SPPs behave almost like regular +ports. +
+
The Example shows a layered model. The Layer Connections define e.g. that +the ApplicationLayer can only use the services of the ServiceLayer and the +CommunicationLayer. Actors inside the ApplicationLayer that implement an SAP for +those services are connected directly to the implementation of the services. Layering +and actor hierarchies with port to port connections can be mixed on every level of +granularity. +
+
Run to completion (RTC) is a very central concept of ROOM. It enables the +developer to concentrate on the functional aspects of the system. The developer +doesn’t have to care about concurrency issues all the time. This job is concentrated +to the system designer in a very flexible way. What does run to completion mean: +RTC means that an actor, which is processing a message, can not receive the next +message as long as the processing of the current message has been finished. +Receiving of the next message will be queued from the underlying run time +system. +
Note: It is very important not to confuse run to completion and preemption. Run to +completion means that an actor will finish the processing of a message before he can +receive a new one (regardless of its priority). That does not mean that an actor +cannot be preempted from an higher priority thread of control. But even a message +from this higher prior thread of control will be queued until the current processing +has been finished. +
With this mechanism all actor internal attributes and data structures are protected. +Due to the fact that multiple actors share one thread of control, all objects are +protected which are accessed from one thread of control but multiple actors. This +provides the possibility to decompose complex functionality to several actors without +the risk to produce access violations or dead locks. + + + +
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+
Ports are the only interfaces of actors. A port has always a protocol assigned. Service +Access Points (SAP) and Service Provision Points (SPP) are specialized ports that +are used to define layering. +
+
+
+
These symbols can only appear on the border of an actor class symbol. +
Ports that define an external interface of the ActorClass, are defined in the Interface. +Ports that define an internal interface are defined in the Structure (e.g. internal +ports). +
Element | Graphical Notation | Textual Notation |
+|||||
Class + End + Port |
|
+||||||
Conjugated + Class + End + Port |
|
+||||||
Class + Relay + Port |
|
+||||||
Conjugated + Class + Relay + Port |
|
+||||||
Replicated + Class + End + Port |
|
+||||||
Conjugated + Replicated + Class + End + Port |
|
+||||||
Replicated + Class + Relay + Port |
|
+||||||
Conjugated + Replicated + Class + Relay + Port |
|
+||||||
+ | |||||||
+ | |||||||
|
+
+
+
+|||||||
|
+|||||||
These symbols can only appear on the border of an ActorReference symbol. Since the +type of port is defined in the ActorClass, no textual notation for the Reference Ports +exists. +
Element | Graphical Notation | Textual Notation | +
Reference Port | implicit | +|
Conjugated Reference Port | implicit | +|
Replicated Reference Port | implicit | +|
Conjugated Replicated | +||
Reference Port | implicit | +|
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+
The DataClass enables the modeling of hierarchical complex datatypes and +operations on them. The DataClass is the equivalent to a Class in languages like Java +or C++, but has less features. The content of a DataClass can always be sent via +message between actors (defined as message data in ProtocolClass). +
+
Example: DataClass using PrimitiveTypes +
+
Example: DataClass using other DataClasses: +
+ + + +
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+
In addition to the Actor containment hierarchies, Layering provides another +method to hierarchically structure a software system. Layering and actor +hierarchies with port to port connections can be mixed on every level of +granularity. +
+
Description | Graphical Notation | Textual Notation | +
+
+
+ + The Layer + Connections in this + model define which + services are + provided by the + ServiceLayer + (digitalIO and + timer)
| + | |
+
+
+ + The + implementation of + the services (SPPs) + can be delegated to + sub actors. In this + case the actor + ServiceLayer relays + (delegates) the + implementation + services digitalIO + and timer to sub + actors
| + | |
+
+
+ + Every Actor inside + the + ApplicationLayer + that contains an + SAP with the same + Protocol as timer + or digitalIO will be + connected to the + specified SPP
| + | |
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+
Definition from Wikipedia: +
+
A finite-state machine (FSM) or finite-state automaton (plural: + automata), or simply a state machine, is a mathematical model used + to design computer programs and digital logic circuits. It is conceived + as an abstract machine that can be in one of a finite number of + states. The machine is in only one state at a time; the state it is in + at any given time is called the current state. It can change from one + state to another when initiated by a triggering event or condition, + this is called a transition. A particular FSM is defined by a list of the + possible states it can transition to from each state, and the triggering + condition for each transition. +
In ROOM each actor class can implement its behavior using a state + machine. Events occurring at the end ports of an actor will be + forwarded to and processed by the state machine. Events possibly + trigger state transitions.
+
For event driven systems a finite state machine is ideal for processing the stream of +events. Typically during processing new events are produced which are sent to peer +actors. +
We distinguish flat and hierarchical state machines. + + + +
+
+
The simpler flat finite state machines are composed of the following elements: +
Description | Graphical Notation | Textual Notation | +
State | ||
InitialPoint | implicit | +|
TransitionPoint | + | |
ChoicePoint | + | |
Initial Transition | + | |
Triggered Transition | + | |
The hierarchical finite state machine adds the notion of a sub state machine nested in +a state. A few modeling elements are added to the set listed above: +
Description | Graphical Notation | Textual Notation | +||||
State with sub state + machine |
|
|
+||||
Entry Point |
| |
+||||
Exit Point | + | |||||
+
+
+
Top level +
+
Sub state machine of Initializing +
+
Sub state machine of Running +
+ + + + + + + + + +
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+
+
+
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The ROOM model defines classes for Data, Protocols, Actors, SubSystems and +LogicalSystems. Thereby the three latter form a hierarchy. The @LogicalSystem@ is +the top level element of the structure. It contains references to SubSystemClass +elements. The SubSystemClass in turn contain references to ActorClass elements +which again contain (recursively) references to ActorClass elements. The +complete structural hierarchy implies a tree which has the LogicalSystem as +root and where each reference stands for a new node with possibly further +branches. + + + +
Let’s consider a simple example. It doesn’t implement any meaningful and completely +omits behavioral and other aspects. +
+
When a LogicalSstem is instantiated then recursively all of the contained referenced +elements are instantiated as instances of the corresponding class. Thus the instance +tree of above example looks like this (the third line in the white boxes shows some +mapping information, s.b.): +
+ + + +
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Once we have the ROOM class model we can configure values using the Config +model. This can be done on the class level and/or on the instance level. Values +defined for class attributes are used for all instances unless there is an instance value +configured for the same attribute. +
+ + + +
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The physical model defines the physical resources onto which the logical system will +be deployed. It is possible to define runtime classes which (currently) only defines the +overall execution model of the platform. +
+
The physical system is composed of @Node@ references where each @Node@ is +defined as a class referencing a @RuntimeClass@ and defining @Threads@. +
+ + + +
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The last model finally combines all this information by mapping logical to physical +entities. +
+
The result of the mapping is also depicted in above tree diagram of the instances. All +actor instances (the white boxes) are mapped to a node and a thread running on this +node (shown as @ node : thread). + + + + + + + + + +
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The basic components of eTrice are depicted in the following diagram. +
+
Additional to that the eTrice project comprises runtime libraries and unit tests which +are treated in subsequent sections. +
+
+
Currently eTrice ships with a C and a Java runtime. The runtimes are libraries +written in the target language against which the generated code is compiled. +
+
Most plug-ins and other parts of the code have related unit tests. + + + +
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Since from ROOM models executable code can be generated, it is important to define +the way the actors are executed and communicate with each other. The combination +of communication and execution is called the Execution Model. Currently the eTrice +tooling only supports the message driven and parts of the data driven execution +model. In future releases more execution models will be supported, depending on the +requirements of the community. +
+
+
+
In todays embedded systems in most cases one or several of the following execution +models are used: +
+
The message driven execution model is a combination of message driven +communication and execution by receive event. This model allows for distributed +systems with a very high throughput. It can be deterministic but the determinism is +hard to proof. This execution model is often found in telecommunication systems and +high performance automation control systems. +
+
The data driven execution model is a combination of data driven communication and +polled execution. This model is highly deterministic and very robust, but the polling +creates a huge performance overhead. The determinism is easy to proof (simple +mathematics). The execution model is also compatible with the execution model of +control software generated by Tools like Matlab(TM) and LabView(TM). This model +is usually used for systems with requirements for safety, such as automotive and +avionic systems. +
+
The synchronous execution model could also be called simple function calls. This +model is in general not very well suited to support the run to completion semantic +typical for ROOM models, but could also be generated from ROOM models. With +this execution model also lower levels of a software system, such as device drivers, +could be generated from ROOM models. + + + + + + + + + +
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+
We assume that the reader is familiar with the Xtext concepts. So we concentrate on +the details of our implementation that are worth to be pointed out. +
+
The Room EMF model is inferred from the grammar. However, this +powerful mechanism has to be tweaked at some places. This is done in the +/org.eclipse.etrice.core.room/src/org/eclipse/etrice/core/RoomPostprocessor.ext +which is written in the legacy Xtend language. +
The following parts of the model are changed or added: +
of the Port is set to 1 +
+
The import mechanism employed is based on URIs. This is configured for one +part in the GenerateRoom.mwe2 model workflow by setting the fragments +ImportURIScopingFragment and ImportUriValidator). For the other part it is +configured in the Guice modules by binding +
+
Two classes provide object names used for link resolution and for labels. The +RoomNameProvider provides frequently used name strings, some of them are +hierarchical like State paths. The RoomFragmentProvider serves a more formal +purpose since it provides a link between EMF models (as used by the diagram +editors) and the textual model representation used by Xtext. +
+
The RoomHelpers class provides a great deal of static methods that help +retrieve frequently used information from the model. Among many, many +others +
+
Validation is used from various places. Therefore all validation code is accumulated in +the @ValidationUtil@ class. All methods are static and many of them return a Result +object which contains information about the problem detected as well as object and +feature as suited for most validation purposes. +
+
+
A couple of operations are added to the ConfigModel + + + +
+
Imports are treated like in Room language, section Imports by URI Using +Namespaces. +
+
A set of static utility methods can be found in the ConfigUtil class. +
+
The eTrice Generator Model (genmodel) serves as an aggregation layer. Its purpose is +to allow easy access to information which is implicitly contained in the Room model +but not simple to retrieve. Examples of this are the state machine with inherited +items or a list of all triggers active at a state in the order in which they will be +evaluated or the actual peer port of an end port (following bindings through relay +ports). +
The Generator Model is created from a list of Room models by a call of +the + + + +
+
method of the GeneratorModelBuilder class. +
The Root object of the resulting Generator Model provides chiefly two things: +
+
The instance model allows easy access to instances including their unique paths and +object IDs. Also it is possible to get a list of all peer port instances for each port +instance without having to bother about port and actor replication. +
+
The expanded actor class contains, as already mentioned, the complete state machine +of the actor class. This considerably simplifies the task of state machine generation. +Note that the generated code always contains the complete state machine of an +actor. I.e. no target language inheritance is used to implement the state +machine inheritance. Furthermore the ExpandedActorClass gives access +to +
+
By transition chains we denote a connected subset of the (hierarchical) state machine +that starts with a transition starting at a state and continues over transitional state +graph nodes (choice points and transition points) and continuation transitions until a +state is reached. In general a transition chain starts at one state and ends in several +states (the chain may branch in choice points). A TransitionChain of a transition is +retrieved by a call of getChain(Transition) of the ExpandedActorClass. The +TransitionChain accepts an ITransitionChainVisitor which is called along the +chain to generate the action codes of involved transitions and the conditional +statements arising from the involved choice points. +
+
There is one plug-in that consists of base classes and some generic generator parts +which are re-used by all language specific generators +
+
We just want to mention the most important classes and interfaces. +
+ITranslationProvider — this interface is used by the +DetailCodeTranslator for the language dependent translation of e.g. +port.message() notation in detail code
+DefaultTranslationProvider — a stub implementation of +ITranslationProvider from which clients may derive
+
The generic generator parts provide code generation blocks on a medium granularity. +The language dependent top level generators embed those blocks in a larger context +(file, class, ...). Language dependent low level constructs are provided by means of an +ILanguageExtension. This extension and other parts of the generator be configured +using Google Guice dependency injection. +
GenericActorClassGenerator +The GenericActorClassGenerator generates constants for the interface items of a +actor. Those constants are used by the generated state machine. +
GenericProtocolClassGenerator +The GenericProtocolClassGenerator generates message ID constants for a +protocol. +
GenericStateMachineGenerator +
+The GenericStateMachineGenerator generates the complete state machine +implementation. The skeleton of the generated code is
The state machine works as follows. The main entry method is the
receiveEvent method. This is the case for both, data driven (polled) and event
+driven state machines. Then a number of nested switch/case statements evaluates
+trigger conditions and derives the transition chain that is executed. If a trigger fires
+then the exitTo method is called to execute all exit codes involved. Then the
+transition chain action codes are executed and the choice point conditions are
+evaluated in the executeTransitionChain method. Finally the history of the
+state where the chain ends is entered and all entry codes are executed by
+enterHistory.
+
+
The Java generator employs the generic parts of the generator. The +JavaTranslationProvider is very simple and only handles the case of sending a +message from a distinct replicated port: replPort[2].message(). Other cases are +handled by the base class by returning the original text. +
The DataClassGen uses Java inheritance for the generated data classes. Otherwise it +is pretty much straight forward. +
The ProtocolClassGen generates a class for the protocol with nested static classes +for regular and conjugated ports and similar for replicated ports. +
The ActorClassGen uses Java inheritance for the generated actor classes. So ports, +SAPs and attributes and detail code methods are inherited. Not inherited is the state +machine implementation. + + + +
+
The C generator translates data, protocol and actor classes into structs together with +a set of methods that operate on them and receive a pointer to those data (called +self in analogy to the implicit C++ this pointer). No dynamic memory allocation +is employed. All actor instances are statically initialized. One of the design goals for +the generated C code was an optimized footprint in terms of memory and +performance to be able to utilize modeling with ROOM also for tiny low end micro +controllers. +
+
The documentation generator creates documentation in LaTex format which can be +converted into PDF and many other formats. + + + +
++ diff --git a/plugins/org.eclipse.etrice.doc/doc-tex/eTriceHTML/etrice-docse6.html b/plugins/org.eclipse.etrice.doc/doc-tex/eTriceHTML/etrice-docse6.html new file mode 100644 index 000000000..7ca57443c --- /dev/null +++ b/plugins/org.eclipse.etrice.doc/doc-tex/eTriceHTML/etrice-docse6.html @@ -0,0 +1,56 @@ + + +
In this tutorial you will build your first very simple eTrice model. The goal is to learn +the work flow of eTrice and to understand a few basic features of ROOM. You will +perform the following steps: +
+
Make sure that you have set up the workspace as described in Setting up the +workspace. + + + +
++ diff --git a/plugins/org.eclipse.etrice.doc/doc-tex/eTriceHTML/etrice-docse7.html b/plugins/org.eclipse.etrice.doc/doc-tex/eTriceHTML/etrice-docse7.html new file mode 100644 index 000000000..dadec4539 --- /dev/null +++ b/plugins/org.eclipse.etrice.doc/doc-tex/eTriceHTML/etrice-docse7.html @@ -0,0 +1,104 @@ + + +
The easiest way to create a new eTrice Project is to use the eclipse project wizard. +From the eclipse file menu select File->New->Project and create a new eTrice +project and name it HelloWorld. +
+
The wizard creates everything that is needed to create, build and run an eTrice +model. The resulting project should look like this: +
+
Within the model directory the model file HelloWorld.room was created. Open the +HelloWorld.room file and delete the contents of the file. Open the content assist with +Ctrl+Space and select model skeleton. +
+
Edit the template variables by typing the new names and jumping with Tab from +name to name. +
The resulting model code should look like this: + + + +
+
The goal of eTrice is to describe distributed systems on a logical level. In the current +version not all elements will be used. But as prerequisite for further versions the +following elements can be defined: +
The LogicalSystem represents the complete distributed system and contains at least +one SubSystemRef. The SubSystemClass represents an address space and contains at +least one ActorRef. The ActorClass is the building block of which an application will +be built of. It is in general a good idea to define a top level actor that can be used as +reference within the subsystem. +
The outline view of the textual ROOM editor shows the main modeling elements in +an easy to navigate tree. +
+ + + +
++ diff --git a/plugins/org.eclipse.etrice.doc/doc-tex/eTriceHTML/etrice-docse8.html b/plugins/org.eclipse.etrice.doc/doc-tex/eTriceHTML/etrice-docse8.html new file mode 100644 index 000000000..86f28a02b --- /dev/null +++ b/plugins/org.eclipse.etrice.doc/doc-tex/eTriceHTML/etrice-docse8.html @@ -0,0 +1,69 @@ + + +
We will implement the Hello World code on the initial transition of the +HelloWorldTop actor. Therefore open the state machine editor by right clicking the +HelloWorldTop actor in the outline view and select Edit Behavior. +
+
The state machine editor will be opened. Drag and drop an Initial Point from the +tool box to the diagram into the top level state. Drag and drop a State from the tool +box to the diagram. Confirm the dialogue with ok. Select the Transition in the tool +box and draw the transition from the Initial Point to the State. Open the +transition dialogue by double clicking the transition arrow and fill in the action +code. + + + +
+
The result should look like this: +
+
Save the diagram and inspect the model file. Note that the textual representation +was created after saving the diagram. +
+ + + +
++ diff --git a/plugins/org.eclipse.etrice.doc/doc-tex/eTriceHTML/etrice-docse9.html b/plugins/org.eclipse.etrice.doc/doc-tex/eTriceHTML/etrice-docse9.html new file mode 100644 index 000000000..10b0f7eb6 --- /dev/null +++ b/plugins/org.eclipse.etrice.doc/doc-tex/eTriceHTML/etrice-docse9.html @@ -0,0 +1,57 @@ + + +
Now the model is finished and source code can be generated. The project wizard +has created a launch configuration that is responsible for generating the +source code. From HelloWorld/ right click gen_HelloWorld.launch and +run it as gen_HelloWorld. All model files in the model directory will be +generated. +
+
The code will be generated to the src-gen directory. The main function will be +contained in SubSystem_HelloWorldRunner.java. Select this file and run it as +Java application. +
+
The Hello World application starts and the string will be printed on the console +window. To stop the application the user must type quit in the console +window. +
+ + + +
+
+
diff --git a/plugins/org.eclipse.etrice.doc/doc-tex/etrice-doc.pdf b/plugins/org.eclipse.etrice.doc/doc-tex/etrice-doc.pdf
index 3f4f4bdfc..625c42c04 100644
--- a/plugins/org.eclipse.etrice.doc/doc-tex/etrice-doc.pdf
+++ b/plugins/org.eclipse.etrice.doc/doc-tex/etrice-doc.pdf
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