The Real Time Object Oriented Modeling (ROOM)
eTrice comprises several models:
In the following diagram the models and their relations are depicted. The meaning of the arrows is: uses/references.
Features | ||
---|---|---|
Contains: |
The LogicalModel describes the logical structure and behavior of a ROOM application |
|
The PhysicalModel defines the setup of your nodes with their attributes like threads and mode of execution |
||
The MappingModel describes the mapping of elements of the LogicalModel to elements of the PhysicalModel |
||
The ConfigModel describes the Attribute configuration of ActorInstances and PortInstances. |
The ConfigModel describes the Attribute configuration of ActorInstances and PortInstances.
The scope of this model is the configuration of Attributes of the LogicalModel.
Thus it provides enhanced capabilities for assigning default values to Attributes, which are:
Values defined for class attributes are used for all instances unless there is an instance value configured for the same attribute.
The configuration is available for actors and ports, thus ActorClasses/ActorRefs and ProtocolClasses/Ports.
ConfigModel ExampleConfig {
import Example.*
ActorClassConfig ActorClass1 {
Attr attribute1 = 4
}
ActorInstanceConfig LogSys/subsysRef/actor1 {
Attr attribute1 = 7
}
}
Features | ||
---|---|---|
Uses: |
An Attribute is a member variable of a class |
The LogicalModel describes the logical structure and behavior of a ROOM application
The ROOM model defines DataTypes, ProtocolClasses, ActorClasses, SubSystemClasses 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 contains
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.
Features | ||
---|---|---|
Contains: |
The LogicalSystem is the topmost structural class. It assembles a distributed system by means of sub systems |
|
A SubSystem is the topmost building block of the executable part of an system |
||
An actor is the basic structural building block for building systems with ROOM |
||
A ProtocolClass defines messages and is the interface specification for a Port |
||
A DataType can take 4 forms and types data elements like an Attribute or Operation argument |
||
AnnotationTypes can be used to tag ROOM classes for further custom processing |
An actor is the basic structural building block for building systems with ROOM
An ActorClass consists of three main parts:
ActorClass ExampleActorClass {
Interface {
Port port1: ProtocolClass1
Port port4: ProtocolClass1
}
Structure {
external Port port1
conjugated Port port2: ProtocolClass1
conjugated Port port3: ProtocolClass1
ActorRef ActorRef_A: ActorClass2
ActorRef ActorRef_B: ActorClass3
Binding port2 and ActorRef_A.port5
// ...
}
Behavior {
// ...
}
}
Features | ||
---|---|---|
Contains: |
Determines the execution type of an actor |
|
An ActorRef is an instance of an ActorClass |
||
A Port is an instance of a ProtocolClass and the interface for an ActorClass |
||
A Service Access Point is similar to a Port, but uses a LayerConnection for wiring |
||
A Service Provision Point is the counterpart of a SAP |
||
The implementation of an Service Provision Point (SPP) |
||
A Binding connects two Ports with each other |
||
A LayerConnection associates a SPP to an ActorRef, resulting in an connection of all SAPs on its instance hierarchy |
||
An Attribute is a member variable of a class |
||
An Operation is a member function of a class |
||
A StateMachine describes the state based, event driven behavior of an ActorClass |
||
An Annotation can be attached to a ROOM class to specify the properties of its AnnotationType |
||
Uses: |
A class can specify a single super class and inherits elements from the super class hierarchy |
Feature Usage | ||
---|---|---|
Typecasts: |
An ActorRef is an instance of an ActorClass |
|
Is contained in: |
The LogicalModel describes the logical structure and behavior of a ROOM application |
|
Is edited by: |
The Structure Editor allows to edit the ActorClass’ Structure in a convenient way. It is possible to create and arrange actor references and ports and to create bindings and layer connections. |
Example:
An ActorRef is an instance of an ActorClass
Properties | Values |
---|---|
multiplicity |
1..n, * |
Features | ||
---|---|---|
Is of type: |
An actor is the basic structural building block for building systems with ROOM |
|
Uses: |
Replication is mechanism for multi-instantiation for ActorRefs and Ports |
Feature Usage | ||
---|---|---|
Is contained in: |
An actor is the basic structural building block for building systems with ROOM |
|
A SubSystem is the topmost building block of the executable part of an system |
||
Is edited by: |
The Structure Editor allows to edit the ActorClass’ Structure in a convenient way. It is possible to create and arrange actor references and ports and to create bindings and layer connections. |
|
A dialog to edit properties of an ActorRef. |
Example:
SubSystemClass SubSystemExample {
ActorRef mainActor : ActorClassExample
LogicalThread default_thread
}
ActorClass ActorClassExample {
Structure {
ActorRef sender : Sender
ActorRef receiver : Receiver
Binding receiver.port and sender.port
}
}
ActorClass ActorClassExampleReplicated {
Structure {
ActorRef sender[3]: Sender
ActorRef receiver[3] : Receiver
Binding receiver.port and sender.port
/* Equivalent to:
* Binding receiver[1].port and sender[1].port
* Binding receiver[2].port and sender[2].port
* ....
*/
}
}
Instance hierarchy of ActorRef Example (*System(System)* not shown in code snippet)
An Annotation can be attached to a ROOM class to specify the properties of its AnnotationType
It refers to an AnnotationType and may have to pass key value pairs. Its notation is similar to Java:
@AnnotationType1
@AnnotationType2(key1="STRING", key2=3, ...)
See section Annotations for further reading.
Features | ||
---|---|---|
Is of type: |
AnnotationTypes can be used to tag ROOM classes for further custom processing |
Feature Usage | ||
---|---|---|
Is contained in: |
The LogicalSystem is the topmost structural class. It assembles a distributed system by means of sub systems |
|
An actor is the basic structural building block for building systems with ROOM |
||
A SubSystem is the topmost building block of the executable part of an system |
||
A ProtocolClass defines messages and is the interface specification for a Port |
||
A DataClass is a composition of Attributes |
Example:
import etrice.api.annotations.BehaviorManual
ActorClass ComponentAbstraction {
Interface {
conjugated Port port1: Protocol1
}
Structure {
external Port port1
}
Behavior {
// custom/external state machine implementation
@BehaviorManual
}
}
AnnotationTypes can be used to tag ROOM classes for further custom processing
They provide the ability to associate custom properties to ROOM classes, that adjust or toggle features, like generation or the runtime behavior.
eTrice comes with predefined annotations, which can be found in Annotations.room within the eTrice modellib.
See section Annotations for further reading.
Feature Usage | ||
---|---|---|
Typecasts: |
An Annotation can be attached to a ROOM class to specify the properties of its AnnotationType |
|
Is contained in: |
The LogicalModel describes the logical structure and behavior of a ROOM application |
An Attribute is a member variable of a class
An Attribute can be be used to store arbitrary data. There are two common conceptual purpose of use:
Attributes can be defined in several ROOM classes.
Properties | Values |
---|---|
defaultValueLiteral |
target code |
multiplicity |
1..n |
ref |
Features | ||
---|---|---|
Is of type: |
A DataType can take 4 forms and types data elements like an Attribute or Operation argument |
Feature Usage | ||
---|---|---|
Is contained in: |
An actor is the basic structural building block for building systems with ROOM |
|
A ProtocolClass defines messages and is the interface specification for a Port |
||
A DataClass is a composition of Attributes |
||
Is used by: |
The ConfigModel describes the Attribute configuration of ActorInstances and PortInstances. |
Example:
import etrice.api.types.*
DataClass SimpleDataClass {
Attribute attribute1: int16
Attribute attribute2: uint32
}
ActorClass ActorClassWithAttributes {
Structure {
/** attribute of a PrimitiveType */
Attribute attribute1: int32
/** attribute of a DataClass */
Attribute attribute2: SimpleDataClass
}
}
ActorClass ActorClassWithAttributes2 {
Structure {
/** attribute with multiplicity */
Attribute arrayAttribute[8] : uint32
/** attribute as a reference (void pointer) */
Attribute refAttribue : voidType ref
}
}
ActorClass ActorClassWithAttributeInitialization {
Structure {
Attribute attribute1: uint32 = "3"
Attribute attribute2: SimpleDataClass = "{1, 2}"
Attribute arrayAttribute[8] : uint32 = "0" // or {0,0,0, ...}
Attribute refAttribue : voidType ref = "NULL" // set reference in constructor or in state machine
}
}
A Binding connects two Ports with each other
In essence, a binding is a abstraction for an underlying communication channel whose function is to convey messages from one port to the other.
The precise semantics of these channels are not defined in the Binding. Instead, they are determined by the ProtocolClasses that are associated with the Ports at the end of the Binding.
ActorClass ExampleActorClass {
Structure {
conjugated Port sender: ProtocolClass1
ActorRef actorRef: ActorClass2
Binding sender and actorRef.receiver
}
}
Features | ||
---|---|---|
Uses: |
Port |
A Port is an instance of a ProtocolClass and the interface for an ActorClass |
Port |
A Port is an instance of a ProtocolClass and the interface for an ActorClass |
Feature Usage | ||
---|---|---|
Is contained in: |
An actor is the basic structural building block for building systems with ROOM |
|
A SubSystem is the topmost building block of the executable part of an system |
||
Is edited by: |
The Structure Editor allows to edit the ActorClass’ Structure in a convenient way. It is possible to create and arrange actor references and ports and to create bindings and layer connections. |
a choice point branch transition is an outgoing transition from a choice point and is traversed if its conditions is evaluated to true
A choice point together with its outgoing transitions can be thought of as a if, else-if, else cascade in traditional
programming languages. The choice point branch transition corresponds to an if clause while the final else is modeled as
a continuation transition. Coming from a choice point, a choice point branch transition is traversed whenever its
condition evaluates to true. No order of evaluations is guaranteed.
Features | ||
---|---|---|
Is a: |
A Transition is an edge in the state graph representation of the state machine |
a choice point is the state machine counterpart of a conditional statement
A ChoicePoint in ROOM has one incoming transition and an arbitrary number of outgoing transitions.
One of the outgoing transitions has no condition (a ContinuationTransition). It is the default branch that is taken
if none of the transition conditions evaluated to true. All other transitions going out from the ChoicePoint
are CPBranchTransitions which have a mandatory condition (keyword ‘cond’). The evaluation order of the conditions
is not deterministic.
Features | ||
---|---|---|
Is a: |
A StateGraphNode is an abstract node of the state graph |
|
Uses: |
the continuation transition is a transition with just an optional action code |
The CommunicationType defines the communication semantics of a ProtocolClass
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. Therefore the ExecutionType of an actor and the CommunicationType of the ports has to be considered.
The CommunicationType of a ProtocolClass (and thus of a Port) specifies in which way the communication should happen:
CommunicationType relates with the ExecutionType of an ActorClass, e.g. a data-driven port needs a cyclic thread, that polls the shared data.
Properties | Values |
---|---|
type |
eventdriven, datadriven, sync |
Feature Usage | ||
---|---|---|
Is contained in: |
A ProtocolClass defines messages and is the interface specification for a Port |
|
Is used by: |
Determines the execution type of an actor |
Example:
import etrice.api.types.*
/** default is eventdriven */
ProtocolClass EventdrivenProtocolClass1 {
// explicit: eventdriven ProtocolClass EventdrivenProtocolClass {
incoming {
/** message without data */
Message msg1()
/** message with data */
Message msg2(int32)
}
outgoing {
/** eventdriven ProtocolClass can have message into two directions */
Message msg4()
}
}
datadriven ProtocolClass DatadrivenProtocolClass {
incoming {
/** a datadriven message needs data */
Message signal1 (int32)
}
// datadriven ProtocolClass can only have incoming messages (signals)
}
// sync is not supported yet
// sync ProtocolClass SyncProtcolClass {
//
// }
the continuation transition is a transition with just an optional action code
A continuation transition is used as default branch of a choice point or as outgoing transition of an entry point
Features | ||
---|---|---|
Is a: |
A Transition is an edge in the state graph representation of the state machine |
Feature Usage | ||
---|---|---|
Is used by: |
a choice point is the state machine counterpart of a conditional statement |
A DataClass is a composition of Attributes
Intended to model a type that primarily consists of data, which is usually grouped together in some manner. DataClasses roughly translate to Java classes without interaction or C structs.
DataClass TCPConnectionData {
Attribute IPAddr: string
Attribute TcpPort: int32
}
Features | ||
---|---|---|
Is a: |
A DataType can take 4 forms and types data elements like an Attribute or Operation argument |
|
Contains: |
An Attribute is a member variable of a class |
|
An Operation is a member function of a class |
||
An Annotation can be attached to a ROOM class to specify the properties of its AnnotationType |
||
Uses: |
A class can specify a single super class and inherits elements from the super class hierarchy |
Example:
DataClass SimpleDataClass {
Attribute attribute1: uint16
Attribute attribute2: uint32
}
DataClass DataClassExample {
Attribute attribute1: uint32
Attribute attribute2: SimpleDataClass
Attribute attribute3: voidType ref
Operation operation1(param1: uint32, param2: uint16): boolean '''
return true;
'''
}
A DataType can take 4 forms and types data elements like an Attribute or Operation argument
Feature Usage | ||
---|---|---|
Inheriting features: |
A PrimitiveType is an abstraction of a target language’s basic type (e.g. integer or boolean) |
|
An EnumerationType declares an enumeration similar to most well-known languages |
||
A DataClass is a composition of Attributes |
||
An ExternalType is used to make an target language type accessible in ROOM |
||
Typecasts: |
An Attribute is a member variable of a class |
|
Is contained in: |
The LogicalModel describes the logical structure and behavior of a ROOM application |
|
Is used by: |
An Operation is a member function of a class |
an entry point is an explicit entry point in a sub state machine to which transitions in the parent state graph can connect
text
Features | ||
---|---|---|
Is a: |
a TrPoint can be an EntryPoint, an ExitPoint or a TransitionPoint |
An EnumerationType declares an enumeration similar to most well-known languages
Properties | Values |
---|---|
literals |
name |
Features | ||
---|---|---|
Is a: |
A DataType can take 4 forms and types data elements like an Attribute or Operation argument |
Example:
Enumeration EOnOff {
Off = 0, // explicit value=0
On = 1 // explicit value=1
}
Enumeration EDay {
SUN,
MON,
TUE,
WED,
THU,
FRI,
SAT // implicit enumeration 0..6
}
Determines the execution type of an actor
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. Therefore the ExecutionType of an actor and the CommunicationType of the ports has to be considered.
The ExecutionType of an ActorClass specifies in which way its instance (ActorRef) should be executed:
Thereby the ExecutionType determines the execution mode of the actor’s logical thread:
The actual execution of the underlying physical thread can be specified in the PhysicalModel in conjunction with the MappingModel.
ExecutionType relates to the CommunicationType, e.g. if an actor uses data-driven ports, it should support an polled execution.
Properties | Values |
---|---|
mode |
eventdriven, datadriven, async, sync |
Features | ||
---|---|---|
Uses: |
The CommunicationType defines the communication semantics of a ProtocolClass |
Feature Usage | ||
---|---|---|
Is contained in: |
An actor is the basic structural building block for building systems with ROOM |
Example:
/** default is eventdriven */
eventdriven ActorClass EventdrivenActor {
// only event-driven Ports and ActorRefs allowed
}
datadriven ActorClass DatadrivenActor {
// only data-driven Ports and ActorRefs allowed
}
async ActorClass MixedActor{
// both data/event-driven Ports and ActorRefs allowed
}
an exit point is an explicit exit point in a sub state machine from which transitions in the parent state graph can start
text
Features | ||
---|---|---|
Is a: |
a TrPoint can be an EntryPoint, an ExitPoint or a TransitionPoint |
A ExternalEndPort is an interface Port, that is made accessible to the internal interface of an ActorClass
ActorClass ExternalEndPortExample {
Interface {
// externalEndPort is connect from 'outside' and thus needs a Binding from containing ActorClass
Port externalEndPort : PSimpleProtocol
}
Structure {
external Port externalEndPort
}
Behavior {
// send/receive messages from externalEndPort
}
}
Features | ||
---|---|---|
Is a: |
A Port is an instance of a ProtocolClass and the interface for an ActorClass |
An ExternalType is used to make an target language type accessible in ROOM
Properties | Values |
---|---|
targetName |
identifier name |
Features | ||
---|---|---|
Is a: |
A DataType can take 4 forms and types data elements like an Attribute or Operation argument |
Example:
// Include is needed when used (e.g. in ActorClassWithExternalType)
ExternalType someStructType -> "struct FILE_HANDLE"
ActorClass ActorClassWithExternalType{
Structure {
usercode1 '''
// #include <___.h> /* User includes here*/
'''
Attribute someHandle : someStructType ref // needs include
}
Behavior {
Operation operation1(param1: charPtr) '''
// external calls or casts may need includes
write(someHandle, param1);
'''
}
}
A class can specify a single super class and inherits elements from the super class hierarchy
When a ROOM class specifies a super class, it generally inherits all elements and properties.
In several cases, it is possible, to override these inherited elements. Generally, eTrice has two semantics of overriding: refinement and replacement.
Refinement is used in most cases (e.g. StateMachine) and realizes an extension of the overridden elements.
In this case, if a sub class overrides a piece of logic from a super class, it will always be executed subsequently to the inherited.
Contrary to this, replacement is applied to overridden Operations, similar to programming languages C++ and Java.
A formal definition of several variants of overriding is given below:
Examples from programming languages:
C++ virtual function and Java override <==> accessible, explicit, late, replacing
C++ function redefine <==> accessible, implicit, early, replacing
C++ destructor <==> late, refining\
eTrice override of model elements:
Operations (C generation) <==> non-accessible, explicit, late, replacing
Operations (Java generation) <==> accessible, explicit, late, replacing
State and Transitions <==> non-accessible, explicit, late, refining
ctor/dtor <==> non-accessible, implicit, late, refining
StateMachine <==> non-accessible, implicit, late, refining
UserCode <==> non-accessible, implicit, late, refining
Feature Usage | ||
---|---|---|
Is used by: |
An actor is the basic structural building block for building systems with ROOM |
|
A StateMachine describes the state based, event driven behavior of an ActorClass |
||
A StateGraphNode is an abstract node of the state graph |
||
A State can be a plain State or a RefinedState |
||
A State is a node in the state graph representation of the state machine |
||
A RefinedState refines a State of one of the Actor’s base class state machines |
||
A Transition is an edge in the state graph representation of the state machine |
||
A ProtocolClass defines messages and is the interface specification for a Port |
||
A DataClass is a composition of Attributes |
Example:
ActorClass ActorSubClass extends ActorBaseClass {
// inherits all elements from super type hierarchy
}
ActorClass ActorBaseClass {
Interface {
Port port1 : ProtocolBaseClass
}
Structure {
Attribute attribute1 : uint32
}
Behavior {
Operation operation1() '''
return;
'''
}
}
ProtocolClass ProtocolSubClass extends ProtocolBaseClass {
// inherits all elements from super type hierarchy
}
ProtocolClass ProtocolBaseClass {
incoming {
Message message1()
}
}
DataClass DataSubClass extends DataBaseClass {
// inherits all elements from super type hierarchy
}
DataClass DataBaseClass {
Attribute attribute1 : uint32
}
the initial transition is used to identify the initial state
The initial transition connects the initial point to a state. There can be at most one initial transition
in a state machine. Under special circumstances the initial transition can be omitted.
Features | ||
---|---|---|
Is a: |
A Transition is an edge in the state graph representation of the state machine |
A InternalEndPort is an local Port, that is declared in the internal interface of an ActorClass
ActorClass InternalEndPortExample {
Structure {
Port internalEndPort : PSimpleProtocol
ActorRef actorRef1 : SimpleActorClass
// internalEndPort lives 'local' and
// thus needs a Binding to port of a ActorRef
Binding internalEndPort and actorRef1.externalPort2
}
Behavior {
// send/receive messages from internalEndPorts
}
}
Features | ||
---|---|---|
Is a: |
A Port is an instance of a ProtocolClass and the interface for an ActorClass |
A LayerConnection associates a SPP to an ActorRef, resulting in an connection of all SAPs on its instance hierarchy
Features | ||
---|---|---|
Uses: |
SAP |
A Service Access Point is similar to a Port, but uses a LayerConnection for wiring |
SPP |
A Service Provision Point is the counterpart of a SAP |
Feature Usage | ||
---|---|---|
Is contained in: |
An actor is the basic structural building block for building systems with ROOM |
|
A SubSystem is the topmost building block of the executable part of an system |
||
Is edited by: |
The Structure Editor allows to edit the ActorClass’ Structure in a convenient way. It is possible to create and arrange actor references and ports and to create bindings and layer connections. |
The LogicalSystem is the topmost structural class. It assembles a distributed system by means of sub systems
It describes the logical topology of your distributed system and is composed of sub systems (SubSystemRefs). Thus it is the notationally root of every instance path or actor hierarchy.
Features | ||
---|---|---|
Contains: |
A Sub System Reference is an instance of an SubSystemClass |
|
An Annotation can be attached to a ROOM class to specify the properties of its AnnotationType |
Feature Usage | ||
---|---|---|
Is contained in: |
The LogicalModel describes the logical structure and behavior of a ROOM application |
|
Is used by: |
The MappingModel describes the mapping of elements of the LogicalModel to elements of the PhysicalModel |
An Operation is a member function of a class
Operations can be used to define a piece of reusable logic. The definition consists of:
Properties | Values |
---|---|
returnType |
DataType |
arguments |
name : DataType |
Features | ||
---|---|---|
Uses: |
A DataType can take 4 forms and types data elements like an Attribute or Operation argument |
Feature Usage | ||
---|---|---|
Is contained in: |
An actor is the basic structural building block for building systems with ROOM |
|
A ProtocolClass defines messages and is the interface specification for a Port |
||
A DataClass is a composition of Attributes |
Example:
import etrice.api.types.*
DataClass DataClassWithOperation {
Attribute attribute1 : uint32
Operation operation1(param1: uint32, param2: int32): boolean '''
return attribute1 > (param1 - param2);
'''
}
ActorClass ActorClassWithOperation {
Structure {
Attribute attribute1 : uint32
}
Behavior {
Operation operation1(param1: uint32, param2: int32): boolean '''
return attribute1 > (param1 - param2);
'''
}
}
ActorClass ActorClassWithOperation2 {
Structure {
usercode1 '''
// #include <___.h> /* User includes here */
'''
Attribute someHandle : voidType ref
}
Behavior {
Operation operation1(param1: charPtr) '''
// external calls or casts may need includes
write(someHandle, param1);
'''
}
}
A Port is an instance of a ProtocolClass and the interface for an ActorClass
Once a ProtocolClass has been created, it can be used to define actor interfaces. This is accomplished by means of Ports.
A Port is a declaration that the set of messages defined by its ProtocolClass is now part of the actor’s interface.
It provides strong decoupling of ActorClasses from each other, thus enabling easy testability, reusability and deployment of actors to different threads or nodes.
ActorClass Example {
Structure{
Port port0 : ProtocolClass1
}
Behavior {
// send/receive message from port0
}
}
For communication between two actors to take place, a connection must be established between a port on one of the actors and a port on the other.
One condition is, that both Ports have compatible ProtocolClasses. In most cases the Ports simply refer to the same protocol.
In addition, a ProtocolClass has an imposed directionality - it defines one subset of messages as incoming and the complementary subset as outgoing.
Which subset is labeled as incoming and outgoing is arbitrary, it simply depends on the point of view, that was taken when defining.
Therefore Ports can be ‘regular’ and ‘conjugated’. When two actors communicate by a connected pair of Ports, one Port has to be regular and the other conjugated.
The ProtocolClass’ incoming messages are on one side received by the regular Port and on the other sent by the conjugated Port (outgoing message vice versa).
A connection of Ports is denoted by a Binding.
Properties | Values |
---|---|
conjugated |
regular, conjugated |
multiplicity |
1..n, * |
Features | ||
---|---|---|
Is of type: |
A ProtocolClass defines messages and is the interface specification for a Port |
|
Uses: |
Replication is mechanism for multi-instantiation for ActorRefs and Ports |
Feature Usage | ||
---|---|---|
Inheriting features: |
A RelayPort forwards its messages without exposing them to the internal interface of the ActorClass |
|
A ExternalEndPort is an interface Port, that is made accessible to the internal interface of an ActorClass |
||
A InternalEndPort is an local Port, that is declared in the internal interface of an ActorClass |
||
Is contained in: |
An actor is the basic structural building block for building systems with ROOM |
|
Is edited by: |
The Structure Editor allows to edit the ActorClass’ Structure in a convenient way. It is possible to create and arrange actor references and ports and to create bindings and layer connections. |
|
A dialog to edit properties of an Port. |
||
Is used by: |
Binding |
A Binding connects two Ports with each other |
Binding |
A Binding connects two Ports with each other |
A PortClass allows a specifc implementation of a port class of a protocol
This is an advanced feature which is highly target language specific.
A ProtocolClass may define a port class which can be used to intercept messages within a port either on the sending or on the receiving side. On the sending side the messages are intercepted before they are passed to the message service. On the receiving side they are intercepted before they are passed to the receiving actor.
A PortClass is always either regular, i.e. it “lives” within a regular port, or conjugated. A PortClass may define local attributes, operations and/or handlers for incoming or outgoing messages. The message direction of handlers in PortClasses always matches the message direction of the ProtocolClass. It is not switched for the conjugated PortClass. Whether a message is passed from the message service into the handler and has to be forwarded to the actor or vise versa depends on the type of the PortClass (*regular*, conjugated) and the message direction in the ProtocolClass.
Feature Usage | ||
---|---|---|
Is contained in: |
A ProtocolClass defines messages and is the interface specification for a Port |
Example:
// This example uses the port class interface provided by the c code generator
ProtocolClass PingPong {
incoming {
Message ping(uint8)
}
outgoing {
Message pong(uint8)
}
regular PortClass {
handle incoming ping '''
uint8 msgDataOffset = MEM_CEIL(sizeof(etMessage));
uint8 transitionData = (uint8)((char*)msg + msgDataOffset);;
// do something here
/* hand over the message to the actor: */
(*receiveMessageFunc)(actor, self, msg);
'''
handle outgoing pong '''
uint8 transitionData = data__et;
// do something with the data here
// hand over data to message service
etPort_sendMessage(self, PingPong_OUT_pong, sizeof(uint8), &transitionData);
'''
}
conjugated PortClass {
handle incoming ping '''
// The ping message is outgoing in the conjugated portclass
uint8 transitionData = data__et;
// do something with the data here
// hand over data to message service
etPort_sendMessage(self, PingPong_IN_ping, sizeof(uint8), &transitionData);
'''
handle outgoing pong '''
// The pong message is incoming in the conjugated portclass
uint8 msgDataOffset = MEM_CEIL(sizeof(etMessage));
uint8 transitionData = (uint8)((char*)msg + msgDataOffset);;
// do something here
/* hand over the message to the actor: */
(*receiveMessageFunc)(actor, self, msg);
'''
}
}
A PrimitiveType is an abstraction of a target language’s basic type (e.g. integer or boolean)
Properties | Values |
---|---|
targetName |
identifier name |
Features | ||
---|---|---|
Is a: |
A DataType can take 4 forms and types data elements like an Attribute or Operation argument |
Example:
The eTrice built-in types can be found in the org.eclipse.etrice.modellib project. In most cases the Types.room is already included:
// Follow import by Open Declaration (F3)
import etrice.api.types.*
A ProtocolClass defines messages and is the interface specification for a Port
A ProtocolClass provides a reusable interface specification for ports. It 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 CommunicationType.
Protocol classes have only textual notation.
ProtocolClass SimpleProtocolClass {
incoming {
Message msg1(int32}
Message msg2()
}
outgoing {
Message msg3(DataClass1}
Message msg4()
}
}
Features | ||
---|---|---|
Contains: |
The CommunicationType defines the communication semantics of a ProtocolClass |
|
An Attribute is a member variable of a class |
||
An Operation is a member function of a class |
||
An Annotation can be attached to a ROOM class to specify the properties of its AnnotationType |
||
A PortClass allows a specifc implementation of a port class of a protocol |
||
Uses: |
A class can specify a single super class and inherits elements from the super class hierarchy |
Feature Usage | ||
---|---|---|
Typecasts: |
A Port is an instance of a ProtocolClass and the interface for an ActorClass |
|
A Service Access Point is similar to a Port, but uses a LayerConnection for wiring |
||
A Service Provision Point is the counterpart of a SAP |
||
Is contained in: |
The LogicalModel describes the logical structure and behavior of a ROOM application |
Example:
import etrice.api.types.*
// eventdriven ProtocolClass (asynchronous message passing, bidirectional)
eventdriven ProtocolClass ProtocolClassEvt {
// ProtocolClass ProtocolClassEvt { // same like above because eventdriven is default
incoming {
// incoming means incoming for a regular port and outgoing for a conjugated port
Message message1() // message without data
Message message2(int32) // message with simple data
Message message3(DMessageData) // message with complex data (DataClass)
}
outgoing {
// outgoing means outgoing for a regular port and incoming for a conjugated port
Message message1(int32) // incoming and outgoing Messages can have the same name to enable symmetric protocols
}
}
// DataClass for sending complex data via message
DataClass DMessageData {
Attribute SomeData: int16
Attribute SomeMoreData: int32
}
// datadriven ProtocolClass (asynchronous data flow, unidirectional)
datadriven ProtocolClass ProtocolClassData {
incoming {
// incoming means incoming for a regular port and outgoing for a conjugated port
Message value1(int32) // a datadriven message (signal) always needs data
Message value2(int16) // datadriven message with simple data
Message value3(DMessageData) // datadriven message with complex data (DataClass)
}
// no outgoing messages for datadriven ports allowed
}
A RefinedState refines a State of one of the Actor’s base class state machines
A State can be a plain State or a RefinedState.
Features | ||
---|---|---|
Is a: |
A State can be a plain State or a RefinedState |
|
Uses: |
A class can specify a single super class and inherits elements from the super class hierarchy |
|
A StateMachine describes the state based, event driven behavior of an ActorClass |
A RelayPort forwards its messages without exposing them to the internal interface of the ActorClass
ActorClass RelayPortExample{
Interface {
Port relayPort : PSimpleProtocol
}
Structure {
ActorRef actorRef1 : SimpleActorClass2
// relayPort can be directed to port of an ActorRef
Binding relayPort and actorRef1.externalPort
}
Behavior {
// relayPort not available !
}
}
Features | ||
---|---|---|
Is a: |
A Port is an instance of a ProtocolClass and the interface for an ActorClass |
Replication is mechanism for multi-instantiation for ActorRefs and Ports
ActorRefs and Ports can be instantiated several times under the same name. The notation is similar to arrays in programming languages.
This possibility provides an elegant way of scaling of your system without redundancy.
ActorRef sensor : Sensor // one instance
ActorRef sensor[1] : Sensor // one instance
ActorRef sensorArray[5] : Sensor // five instances
Replication can also applied to Ports. One use case is to establish a communication with multiple actors through one port interface.
Port service[5] : TimingService // five instances
Port service[*] : TimingService // automatic, as many as needed
Feature Usage | ||
---|---|---|
Is used by: |
An ActorRef is an instance of an ActorClass |
|
A Port is an instance of a ProtocolClass and the interface for an ActorClass |
A Service Access Point is similar to a Port, but uses a LayerConnection for wiring
Features | ||
---|---|---|
Is of type: |
A ProtocolClass defines messages and is the interface specification for a Port |
Feature Usage | ||
---|---|---|
Is contained in: |
An actor is the basic structural building block for building systems with ROOM |
|
Is edited by: |
The Structure Editor allows to edit the ActorClass’ Structure in a convenient way. It is possible to create and arrange actor references and ports and to create bindings and layer connections. |
|
Is used by: |
LayerConnection |
A LayerConnection associates a SPP to an ActorRef, resulting in an connection of all SAPs on its instance hierarchy |
A Service Provision Point is the counterpart of a SAP
Features | ||
---|---|---|
Is of type: |
A ProtocolClass defines messages and is the interface specification for a Port |
Feature Usage | ||
---|---|---|
Is contained in: |
An actor is the basic structural building block for building systems with ROOM |
|
Is edited by: |
A dialog to edit properties of a SPP. |
|
Is used by: |
LayerConnection |
A LayerConnection associates a SPP to an ActorRef, resulting in an connection of all SAPs on its instance hierarchy |
The implementation of an Service Provision Point (SPP) |
The implementation of an Service Provision Point (SPP)
Features | ||
---|---|---|
Uses: |
A Service Provision Point is the counterpart of a SAP |
Feature Usage | ||
---|---|---|
Is contained in: |
An actor is the basic structural building block for building systems with ROOM |
A State is a node in the state graph representation of the state machine
A State has optional ‘entry’ and ‘exit’ codes. The entry code is executed when the state is entered, the exit code is executed
when it is left. In the case of an data driven (also known as polled) state machine, there also is a ‘do’ action code.
The do code is executed for the active state in each polling cycle.
A state can have a sub state machine. Starting at the top level state machine the states with their optional sub state machines
form a tree which is called a ‘hierarchical state machine’.
A state machine always is in exactly one state which can only be a leaf state, i.e. a state which has no sub state machine.
Features | ||
---|---|---|
Is a: |
A State can be a plain State or a RefinedState |
|
Uses: |
A class can specify a single super class and inherits elements from the super class hierarchy |
|
A StateMachine describes the state based, event driven behavior of an ActorClass |
A State can be a plain State or a RefinedState
A State can be a plain State or a RefinedState.
Features | ||
---|---|---|
Is a: |
A StateGraphNode is an abstract node of the state graph |
|
Uses: |
A class can specify a single super class and inherits elements from the super class hierarchy |
Feature Usage | ||
---|---|---|
Inheriting features: |
A State is a node in the state graph representation of the state machine |
|
A RefinedState refines a State of one of the Actor’s base class state machines |
A StateGraphNode is an abstract node of the state graph
A StateGraphNode can be a State, a TransitionPoint, a ChoicePoint or an InitialPoint.
Features | ||
---|---|---|
Uses: |
A class can specify a single super class and inherits elements from the super class hierarchy |
Feature Usage | ||
---|---|---|
Inheriting features: |
A State can be a plain State or a RefinedState |
|
a choice point is the state machine counterpart of a conditional statement |
||
a TrPoint can be an EntryPoint, an ExitPoint or a TransitionPoint |
||
Is contained in: |
A StateMachine describes the state based, event driven behavior of an ActorClass |
A StateMachine describes the state based, event driven behavior of an ActorClass
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.
ROOM state machines are hierarchical finite state machines. That means that each state in the state graph can contain another state graph.
This is possible to arbitrary depth.
A state graph consists of
Features | ||
---|---|---|
Contains: |
A StateGraphNode is an abstract node of the state graph |
|
A Transition is an edge in the state graph representation of the state machine |
||
Uses: |
A class can specify a single super class and inherits elements from the super class hierarchy |
Feature Usage | ||
---|---|---|
Is contained in: |
An actor is the basic structural building block for building systems with ROOM |
|
Is edited by: |
The GraphicalBehaviorEditor allows to edit the ActorClass’ StateMachine. It is possible to create (hierarchical) states and transitions to model complex behavior in a convenient way. |
|
Is used by: |
A State is a node in the state graph representation of the state machine |
|
A RefinedState refines a State of one of the Actor’s base class state machines |
A SubSystem is the topmost building block of the executable part of an system
It represents a class for an logical node in a distributed system. An instantiation translates to an executable application, that runs on a node or process.
A SubSystemClass is the structural starting point of an ROOM application. Thus it declares the topmost actor instances (ActorRefs).
Features | ||
---|---|---|
Contains: |
An ActorRef is an instance of an ActorClass |
|
A Binding connects two Ports with each other |
||
A LayerConnection associates a SPP to an ActorRef, resulting in an connection of all SAPs on its instance hierarchy |
||
An Annotation can be attached to a ROOM class to specify the properties of its AnnotationType |
Feature Usage | ||
---|---|---|
Typecasts: |
A Sub System Reference is an instance of an SubSystemClass |
|
Is contained in: |
The LogicalModel describes the logical structure and behavior of a ROOM application |
A Sub System Reference is an instance of an SubSystemClass
It represent a logical node in the structural view of a distributed system. An instantiation translates to an executable application, that runs on a node or process.
To be executable, a SubSystemRef has first to be mapped to a physical node, which defines the executional properties.
A physical node is denoted by a NodeClass and NodeRef in the PhysicalModel. The mapping is defined in the MappingModel.
Features | ||
---|---|---|
Is of type: |
A SubSystem is the topmost building block of the executable part of an system |
Feature Usage | ||
---|---|---|
Is contained in: |
The LogicalSystem is the topmost structural class. It assembles a distributed system by means of sub systems |
|
Is used by: |
The MappingModel describes the mapping of elements of the LogicalModel to elements of the PhysicalModel |
a TrPoint can be an EntryPoint, an ExitPoint or a TransitionPoint
text
Features | ||
---|---|---|
Is a: |
A StateGraphNode is an abstract node of the state graph |
Feature Usage | ||
---|---|---|
Inheriting features: |
a transition point is the starting point of transitions that trigger for any state of this state machine |
|
an entry point is an explicit entry point in a sub state machine to which transitions in the parent state graph can connect |
||
an exit point is an explicit exit point in a sub state machine from which transitions in the parent state graph can start |
A Transition is an edge in the state graph representation of the state machine
A transition connects StateGraphNodes in a state graph. A transition is allowed to connect a state or a transition point with itself.
Transition points can only be targets of transitions originating from the same transition point.
The initial point is the source of exactly one transition. In the textual model it is present only in an implicit way.
Features | ||
---|---|---|
Uses: |
A class can specify a single super class and inherits elements from the super class hierarchy |
Feature Usage | ||
---|---|---|
Inheriting features: |
the initial transition is used to identify the initial state |
|
the continuation transition is a transition with just an optional action code |
||
a choice point branch transition is an outgoing transition from a choice point and is traversed if its conditions is evaluated to true |
||
a triggered transition is used in event driven state machines to trigger state transitions |
||
Is contained in: |
A StateMachine describes the state based, event driven behavior of an ActorClass |
a transition point is the starting point of transitions that trigger for any state of this state machine
text
Features | ||
---|---|---|
Is a: |
a TrPoint can be an EntryPoint, an ExitPoint or a TransitionPoint |
a triggered transition is used in event driven state machines to trigger state transitions
text
Features | ||
---|---|---|
Is a: |
A Transition is an edge in the state graph representation of the state machine |
The MappingModel describes the mapping of elements of the LogicalModel to elements of the PhysicalModel
It enables the complete decoupling of the LogicalModel and the PhysicalModel, thus providing a maximum flexibility and reuse for the models.
The model starts with an import part, where you can import .room and .etphys models. They must contain at least one LogicalSystem and one PhysicalSystem.
A Mapping entry puts both in relation, meaning that all sub systems of the LogicalSystem will be distributed to the nodes of the PhysicalSystem.
This is carried out by a SubSystemMapping, that maps a SubSystemRef (logical node) to a NodeRef (physical node).
In the next step, ThreadMappings provide the same action for the logical and physical threads.
MappingModel PingPongMapping {
import PingPong_Model.LogSys
import GenericPhysicalModel.PhysSys1
Mapping LogSys -> PhysSys1 {
SubSystemMapping subSystemRef -> nodeRef1 {
ThreadMapping defaultThread -> PhysicalThread1
}
}
}
Features | ||
---|---|---|
Uses: |
The LogicalSystem is the topmost structural class. It assembles a distributed system by means of sub systems |
|
A Sub System Reference is an instance of an SubSystemClass |
||
The PhysicalModel defines the setup of your nodes with their attributes like threads and mode of execution |
The PhysicalModel defines the setup of your nodes with their attributes like threads and mode of execution
The model describes the physical view of your system:
PhysicalSystem PhysSys1 {
NodeRef nodeRef1 : NodeClass1
NodeRef nodeRef2 : NodeClass2
}
The central element is a NodeClass, that models the executional aspects of a device (node).
At first, it can be associated with a RuntimeClass, which specifies if your device supports multiple threads.
‘priomin’ and ‘priomax’ define the range of priorities, that can be assigned to threads.
NodeClass NodeClass1 {
runtime = RuntimeClass1
priomin = -10
priomax = 10
// Thread definitions ...
}
RuntimeClass RuntimeClass1 {
model = multiThreaded // or singleThreaded
}
A thread has to specify the following properties:
execmode: defines the execution type, see more at ExecutionType
msgblocksize: the size in bytes of a message
Note: ‘msgblocksize’ and ‘msgpoolsize’ also apply to the polled execution due the internal implementation via message passing.
The size of the message queue can be calculated as follows: msgpoolsize * msgblocksize bytes
DefaultThread ThreadMessaging {
execmode = polled
prio = 0
stacksize = 1024
msgblocksize = 32
msgpoolsize = 10
}
Thread ThreadPolled {
execmode = polled
prio = 0
interval = 100ms
stacksize = 1024
msgblocksize = 32
msgpoolsize = 10
}
Feature Usage | ||
---|---|---|
Is used by: |
The MappingModel describes the mapping of elements of the LogicalModel to elements of the PhysicalModel |
All aspects of the ROOMLanguage can be edited by full-blown textual editors. In addition, graphical editing is provided for the structural and behavioral part of ActorClasses.
Features | ||
---|---|---|
Contains: |
Textual model editor |
|
The Structure Editor allows to edit the ActorClass’ Structure in a convenient way. It is possible to create and arrange actor references and ports and to create bindings and layer connections. |
||
The GraphicalBehaviorEditor allows to edit the ActorClass’ StateMachine. It is possible to create (hierarchical) states and transitions to model complex behavior in a convenient way. |
The GraphicalBehaviorEditor allows to edit the ActorClass’ StateMachine. It is possible to create (hierarchical) states and transitions to model complex behavior in a convenient way.
Features | ||
---|---|---|
Edits: |
A StateMachine describes the state based, event driven behavior of an ActorClass |
The Structure Editor allows to edit the ActorClass’ Structure in a convenient way. It is possible to create and arrange actor references and ports and to create bindings and layer connections.
Features | ||
---|---|---|
Contains: |
The palette creates central structural elements of an ActorClass. |
|
A dialog to edit properties of an ActorRef. |
||
A dialog to edit properties of an Port. |
||
A dialog to edit properties of a SPP. |
||
Edits: |
An actor is the basic structural building block for building systems with ROOM |
|
An ActorRef is an instance of an ActorClass |
||
A Port is an instance of a ProtocolClass and the interface for an ActorClass |
||
A Service Access Point is similar to a Port, but uses a LayerConnection for wiring |
||
A Binding connects two Ports with each other |
||
A LayerConnection associates a SPP to an ActorRef, resulting in an connection of all SAPs on its instance hierarchy |
A dialog to edit properties of an ActorRef.
The dialog is used to edit an existing ActorRef of an ActorClass. It is also shown when creating a new one.
Features | ||
---|---|---|
Edits: |
An ActorRef is an instance of an ActorClass |
Feature Usage | ||
---|---|---|
Is contained in: |
The Structure Editor allows to edit the ActorClass’ Structure in a convenient way. It is possible to create and arrange actor references and ports and to create bindings and layer connections. |
A dialog to edit properties of an Port.
The dialog is used to edit an existing Port of an ActorClass. It is also shown when creating a new one.
Features | ||
---|---|---|
Edits: |
A Port is an instance of a ProtocolClass and the interface for an ActorClass |
Feature Usage | ||
---|---|---|
Is contained in: |
The Structure Editor allows to edit the ActorClass’ Structure in a convenient way. It is possible to create and arrange actor references and ports and to create bindings and layer connections. |
A dialog to edit properties of a SPP.
The dialog is used to edit an existing SPP of an ActorClass. It is also shown when creating a new one.
Features | ||
---|---|---|
Edits: |
A Service Provision Point is the counterpart of a SAP |
Feature Usage | ||
---|---|---|
Is contained in: |
The Structure Editor allows to edit the ActorClass’ Structure in a convenient way. It is possible to create and arrange actor references and ports and to create bindings and layer connections. |
The palette creates central structural elements of an ActorClass.
Selecting an entry from the palette and clicking into the diagram, creates the element at the current position.
Feature Usage | ||
---|---|---|
Is contained in: |
The Structure Editor allows to edit the ActorClass’ Structure in a convenient way. It is possible to create and arrange actor references and ports and to create bindings and layer connections. |
Textual model editor
Features | ||
---|---|---|
Contains: |
Displays an overview of all elements in the textual editor. |
|
Edits: |
The Real Time Object Oriented Modeling (ROOM) |
Displays an overview of all elements in the textual editor.
Shows the structure of the current opened model in the textual editor. Select the ‘Link with Editor’ option to synchronize the selection of elements between editor and outline view. This enables a convenient navigation.
Feature Usage | ||
---|---|---|
Is contained in: |
Textual model editor |
Features | ||
---|---|---|
Contains: |
||
Features | ||
---|---|---|
Contains: |
Mechanism to adjust the generation. |
|
Runtime logger for event-driven Messages, represented as a Message Sequence Chart. |
Mechanism to adjust the generation.
Options for generation are configured in the launch configuration or in case of standalone generation via command line.
A list of available options:
Feature Usage | ||
---|---|---|
Is contained in: |
||
Is used by: |
Runtime logger for event-driven Messages, represented as a Message Sequence Chart. |
Features | ||
---|---|---|
Contains: |
Mechanism to adjust the generation. |
|
Runtime logger for event-driven Messages, represented as a Message Sequence Chart. |
Runtime logger for event-driven Messages, represented as a Message Sequence Chart.
The MSCLogging is activated by default, but can be set manually in the GenerationOptions. The output file is created upon regular termination of the application. The resulting file can be found in the logging directory and has the name msc.seq, which can be open with the free open source tool Trace2UML.
Features | ||
---|---|---|
Uses: |
Mechanism to adjust the generation. |
Feature Usage | ||
---|---|---|
Is contained in: |
||
back to top version 3.x