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ROOMLanguage

The Real Time Object Oriented Modeling (ROOM)

eTrice comprises several models:

  • the ROOM model (*.room) -- defines model classes and the logical structure of the model
  • the Config model (*.config) -- defines configuration values for attributes
  • the Physical model (*.etphys) -- defines the structure and properties of the physical system
  • the Mapping model (*.etmap) -- defines a mapping from logical elements to physical elements

In the following diagram the models and their relations are depicted. The meaning of the arrows is: uses/references.

Model overview

Features
Contains:LogicalModel, PhysicalModel, MappingModel, ConfigModel

ConfigModel

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:

  • type safe value assignment
  • setting on class level
  • setting on instance level

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:Attribute

LogicalModel

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:LogicalSystem, SubSystemClass, ActorClass, ProtocolClass, DataType, AnnotationType

ActorClass

An actor is the basic structural building block for building systems with ROOM

An ActorClass consists of three main parts:

  • Interface (external interface) specifies the communication to 'outside' actors and consists of Ports.
  • Structure (internal interface) contains Ports, Attributes and ActorRefs. These elements are accessible from the Behavior part of the actor (in contrary to the external interface above). An ActorClass can be composed of other actors again by declaring ActorRefs. Also this part declares the connection of ports in form of Bindings and LayerConnections.
  • Behavior is described by the StateMachine. It can receive and send messages from the ports, declared in the Structure above. The Attributes can be used to store data during an state transition. Furthermore it is possible to declare Operations. They can be used to define reusable logic, that is invoked during a state transition.

ActorClass

 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:ExecutionType, ActorRef, Port, SAP, SPP, ServiceImplementation, Binding, LayerConnection, Attribute, Operation, StateMachine, Annotation
Uses:Inheritance
Feature Usage
Typecasts:ActorRef
Is contained in:LogicalModel
Is edited by:GraphicalStructureEditor

Example:


ActorRef

An ActorRef is an instance of an ActorClass

  • ActorClass: The type of the ActorRef
  • Multiplicity: The number of instances. A number greater than one can be seen as an array of instances
  • Reference Type: Can be fixed or optional. Fixed requires an integer multiplicity and results in an static instantiation with an fixed number of instances during runtime . Optional denotes an dynamic instantiation, where ActorRefs can be created in arbitrary number during runtime. In this case, the multiplicity has to be set to '*'
PropertiesValues
multiplicity1..n, *
Features
Is of type:ActorClass
Uses:Replication
Feature Usage
Is contained in:ActorClass, SubSystemClass
Is edited by:GraphicalStructureEditor, ActorRefPropertyDialog

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
* ....
*/
}
}

ActorRef instance diagram

Instance hierarchy of ActorRef Example (System(System) not shown in code snippet)


Annotation

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:AnnotationType
Feature Usage
Is contained in:LogicalSystem, ActorClass, SubSystemClass, ProtocolClass, DataClass

Example:

import etrice.api.annotations.BehaviorManual

ActorClass ComponentAbstraction {
Interface {
conjugated Port port1: Protocol1
}
Structure {
external Port port1
}
Behavior {
// custom/external state machine implementation
@BehaviorManual
}
}

AnnotationType

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:Annotation
Is contained in:LogicalModel

Attribute

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:

  • model current system state (state machine variable)
  • store reference to more fine-grained components (e.g. c pointer to handle)

Attributes can be defined in several ROOM classes.

PropertiesValues
defaultValueLiteraltarget code
multiplicity1..n
ref
Features
Is of type:DataType
Feature Usage
Is contained in:ActorClass, ProtocolClass, DataClass
Is used by:ConfigModel

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
}
}

Binding

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: endpoint1, Port: endpoint2
Feature Usage
Is contained in:ActorClass, SubSystemClass
Is edited by:GraphicalStructureEditor

CPBranchTransition

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:Transition

ChoicePoint

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:StateGraphNode
Uses:ContinuationTransition

CommunicationType

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:

  • message driven -- asynchronous, non blocking, no return value: Usually the message driven communication is implemented with message queues. Message queues are inherently asynchronous and enable a very good decoupling of the communicating parties.
  • data driven -- asynchronous, non blocking, no return value: In data driven communication sender and receiver often have a shared block of data. The sender writes the data and the receiver polls the data.
  • function call -- synchronous, blocking, return value: Regular function call as known in most programming languages. (not supported yet)

CommunicationType relates with the ExecutionType of an ActorClass, e.g. a data-driven port needs a cyclic thread, that polls the shared data.

PropertiesValues
typeeventdriven, datadriven, sync
Feature Usage
Is contained in:ProtocolClass
Is used by:ExecutionType

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 {
//
// }

ContinuationTransition

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:Transition
Feature Usage
Is used by:ChoicePoint

DataClass

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:DataType
Contains:Attribute, Operation, Annotation
Uses:Inheritance

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;
'''
}

DataType

A DataType can take 4 forms and types data elements like an Attribute or Operation argument

Feature Usage
Inheriting features:PrimitiveType, Enumeration, DataClass, ExternalType
Typecasts:Attribute
Is contained in:LogicalModel
Is used by:Operation

EntryPoint

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:TrPoint

Enumeration

An EnumerationType declares an enumeration similar to most well-known languages

PropertiesValues
literalsname
Features
Is a:DataType

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
}

ExecutionType

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:

  • execution by receive event: The message queue or the event dispatcher calls a receive event function of the message receiver and thereby executes the processing of the event.
  • polled execution: The objects are processed by a cyclic execute call
  • execution by function call: The caller executes the called object via function call (not supported yet)
  • mixture: An asynchronous execution combines an event dispatcher and a polled execution.

Thereby the ExecutionType determines the execution mode of the actor's logical thread:

Thread of Control

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.

PropertiesValues
modeeventdriven, datadriven, async, sync
Features
Uses:CommunicationType
Feature Usage
Is contained in:ActorClass

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
}

ExitPoint

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:TrPoint

ExternalEndPort

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:Port

ExternalType

An ExternalType is used to make an target language type accessible in ROOM

PropertiesValues
targetNameidentifier name
Features
Is a:DataType

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);
'''
}
}

Inheritance

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:

  • early or late resolve - if element is overridden, which one should the super class use by default - own or override?
  • replacing or refining - ignore inherited code or prepend inherited code automatically?
  • (non-)accessible - if element is overridden, is super class' original accessible from sub class? E.g. super.foo()
  • implicit or explicit - does it use a distinct model element or keyword?

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:ActorClass, StateMachine, StateGraphNode, State, SimpleState, RefinedState, Transition, ProtocolClass, DataClass

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
}

InitialTransition

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:Transition

InternalEndPort

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
}
}

InternalEndPort

Features
Is a:Port

LayerConnection

A LayerConnection associates a SPP to an ActorRef, resulting in an connection of all SAPs on its instance hierarchy

  • An actor class can define a Service Provision Point (SPP) to publish a specific service, defined by a protocol class
  • An actor class can define a Service Access Point (SAP) if it needs a service, defined by a protocol class
  • For a given actor hierarchy, a LayerConnection defines which SAP will be satisfied by (connected to) which SPP
Features
Uses:SAP: SAPoint, SPP: SPPoint
Feature Usage
Is contained in:ActorClass, SubSystemClass
Is edited by:GraphicalStructureEditor

LogicalSystem

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:SubSystemRef, Annotation
Feature Usage
Is contained in:LogicalModel
Is used by:MappingModel

Operation

An Operation is a member function of a class

Operations can be used to define a piece of reusable logic. The definition consists of:

  • Arbitrary amount of arguments
  • Return type
  • User code body, which can access the structural part of the containing class (e.g. attributes)
  • 'override' keyword, replaces the logic of the inherited operation having the same signature
PropertiesValues
returnTypeDataType
argumentsname : DataType
Features
Uses:DataType
Feature Usage
Is contained in:ActorClass, ProtocolClass, DataClass

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);
'''
}
}

Port

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).

The necessity of port connections can be defined using the mandatory or optional keywords at the beginning of the port definition. By default, all ports are defined as optional, and no warning will be shown if they are not connected. If the mandatory keyword is used, warnings will be shown in the following cases:

  • For internal ports, a warning is shown under the ActorClass name.
  • For relay and external ports with a mandatory connection, the warning is shown where their ActorClass is referenced.
  • For replicated ActorRef and Port definitions, if the port is partially connected, the number of peers is shown as a warning.
  • For abstract classes, no warning will be shown. However, if an ActorClass extends an abstract class with a mandatory Port, a warning will still be shown.
  • If an optional relay port is connected to a port with mandatory connection necessity, a warning is shown.

A connection of Ports is denoted by a Binding.

PropertiesValues
connection necessityoptional, mandatory
conjugatedregular, conjugated
multiplicity1..n, *
Features
Is of type:ProtocolClass
Uses:Replication
Feature Usage
Inheriting features:RelayPort, ExternalEndPort, InternalEndPort
Is contained in:ActorClass
Is edited by:GraphicalStructureEditor, PortPropertyDialog
Is used by:Binding: endpoint1, Binding: endpoint2

PortClass

A PortClass allows a specific 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:ProtocolClass

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);
'''
}
}

PrimitiveType

A PrimitiveType is an abstraction of a target language's basic type (e.g. integer or boolean)

PropertiesValues
targetNameidentifier name
Features
Is a:DataType

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.*

ProtocolClass

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:CommunicationType, Attribute, Operation, Annotation, PortClass
Uses:Inheritance
Feature Usage
Typecasts:Port, SAP, SPP
Is contained in:LogicalModel

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
}

RefinedState

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:State
Uses:Inheritance, StateMachine

RelayPort

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 !
}
}

RelayPort

Features
Is a:Port

Replication

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:ActorRef, Port

SAP

A Service Access Point is similar to a Port, but uses a LayerConnection for wiring

  • An actor class can define a Service Provision Point (SPP) to publish a specific service, defined by a protocol class
  • An actor class can define a Service Access Point (SAP) if it needs a service, defined by a protocol class
  • For a given actor hierarchy, a LayerConnection defines which SAP will be satisfied by (connected to) which SPP
Features
Is of type:ProtocolClass
Feature Usage
Is contained in:ActorClass
Is edited by:GraphicalStructureEditor
Is used by:LayerConnection: SAPoint

SPP

A Service Provision Point is the counterpart of a SAP

  • An actor class can define a Service Provision Point (SPP) to publish a specific service, defined by a protocol class
  • An actor class can define a Service Access Point (SAP) if it needs a service, defined by a protocol class
  • For a given actor hierarchy, a LayerConnection defines which SAP will be satisfied by (connected to) which SPP
Features
Is of type:ProtocolClass
Feature Usage
Is contained in:ActorClass
Is edited by:SPPPropertyDialog
Is used by:LayerConnection: SPPoint, ServiceImplementation

ServiceImplementation

The implementation of an Service Provision Point (SPP)

Features
Uses:SPP
Feature Usage
Is contained in:ActorClass

SimpleState

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:State
Uses:Inheritance, StateMachine

State

A State can be a plain State or a RefinedState

A State can be a plain State or a RefinedState.

Features
Is a:StateGraphNode
Uses:Inheritance
Feature Usage
Inheriting features:SimpleState, RefinedState

StateGraphNode

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:Inheritance
Feature Usage
Inheriting features:State, ChoicePoint, TrPoint
Is contained in:StateMachine

StateMachine

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

  • states
  • transitions
  • transition points
  • choice points
  • initial point

PingPongReceiverFSM

Features
Contains:StateGraphNode, Transition
Uses:Inheritance
Feature Usage
Is contained in:ActorClass
Is edited by:GraphicalBehaviorEditor
Is used by:SimpleState, RefinedState

SubSystemClass

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:ActorRef, Binding, LayerConnection, Annotation
Feature Usage
Typecasts:SubSystemRef
Is contained in:LogicalModel

SubSystemRef

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:SubSystemClass
Feature Usage
Is contained in:LogicalSystem
Is used by:MappingModel

TrPoint

a TrPoint can be an EntryPoint, an ExitPoint or a TransitionPoint

text

Features
Is a:StateGraphNode
Feature Usage
Inheriting features:TransitionPoint, EntryPoint, ExitPoint

Transition

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:Inheritance
Feature Usage
Inheriting features:InitialTransition, ContinuationTransition, CPBranchTransition, TriggeredTransition
Is contained in:StateMachine

TransitionPoint

a transition point is the starting point of transitions that trigger for any state of this state machine

text

Features
Is a:TrPoint

TriggeredTransition

a triggered transition is used in event driven state machines to trigger state transitions

text

Features
Is a:Transition

MappingModel

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:LogicalSystem, SubSystemRef, PhysicalModel

PhysicalModel

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

    • blocked: message-driven only, thread wakes up if message arrives and is put to sleep after all action is done
    • polled: data-driven only, thread is executed cyclic. The 'interval' property is mandatory in this case.
    • mixed: combines both execution types
  • msgblocksize: the size in bytes of a message

  • msgpoolsize: the amount of messages, that the thread's message queue can store

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
}

Overview of PhysicalModel

Feature Usage
Is used by:MappingModel