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Difference between revisions of "Papyrus-RT/User/User Guide/Getting Started"

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[[File:PapyrusForRealTime-Logo-Icon.png|left|bottom-align|]]<br/><br/><span style="font-family: Helvetica,Arial,sans-serif; font-size: 48px;"><b>Getting Started with Papyrus for RealTime</b></span><br/><br/><br/>
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[[File:PapyrusForRealTime-Logo-Icon.png|left|bottom-align|]]<br/><br/><span style="font-family: Helvetica,Arial,sans-serif; font-size: 48px;"><b>Getting Started with Papyrus for RealTime v0.9</b></span><br/><br/><br/>
  
 
__TOC__
 
__TOC__
  
{{Note | Note | This document was created for Papyrus-RT v0.7 and no longer reflect the current state of the tool. The tutorial for v0.9 is in progress but has yet to be converted to wiki format. A version is, however, available from http://selrahcsoftconsult.clarify-it.com/d/z7g4zn - comment are always welcome! The wiki version will be published soon. Sorry for the inconvenience...}}
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== Introduction ==
  
= Introduction =
+
This tutorial will show the creation of a simple model using '''Papyrus for RealTime version 0.9.0''' (based on Eclipse Neon).
  
This tutorial will show the creation of a simple model using '''Papyrus for RealTime version 0.7.0''' (based on Eclipse Mars).
+
'''As a precondition to going through this tutorial, you must have Papyrus for Real Time installed and the tool open. Please see '''https://wiki.eclipse.org/Papyrus-RT/User#Installation** for information on installing Papyrus for Real Time.**
 
+
'''As a precondition to going through this tutorial, you must have Papyrus for Real Time installed and the tool '''open'''. Please see [[Papyrus-RT/User#Installation | Installing Papyrus-RT]] for the various methods to install Papyrus for Real Time.
+
  
 
'''Note''': <code>The instructions in this tutorial are illustrated using Linux. Steps and images may differ slightly if the installation is done on a different operating system (both Windows and Mac OS are supported for developing models). Some of these differences have been indicated when known, but some may also be missing.</code>
 
'''Note''': <code>The instructions in this tutorial are illustrated using Linux. Steps and images may differ slightly if the installation is done on a different operating system (both Windows and Mac OS are supported for developing models). Some of these differences have been indicated when known, but some may also be missing.</code>
 +
 +
This exercise will show the creation of a project and model and how UML-RT concepts can be used to easily create the application's structure and behavior.
  
 
At its base, a UML-RT model consists of capsules (UML active classes with composite structure) that communicate through ports defined by protocols (collaboration specifications) These protocols specify the messages (signals) that can be exchanged between capsules, as well as their payloads. Hierarchical state machines are used to represent the behavior of capsules, where transitions between states are triggered by messages received on the capsule's ports.
 
At its base, a UML-RT model consists of capsules (UML active classes with composite structure) that communicate through ports defined by protocols (collaboration specifications) These protocols specify the messages (signals) that can be exchanged between capsules, as well as their payloads. Hierarchical state machines are used to represent the behavior of capsules, where transitions between states are triggered by messages received on the capsule's ports.
  
If you are not familiar with UML-RT and want to know a bit more, you should take a look at the [https://www.eclipse.org/papyrus-rt/content/overview.php Papyrus Overview] page.
+
If you are not familiar with UML-RT and want to know a bit more, you should take a look at the [https://www.eclipse.org/papyrus-rt/content/overview.php Papyrus Overview] page (note that the Papyrus-RT-specific visual elements are not shown on that page, but the concepts stand).
  
The model that will be created as part of this tutorial is a simple, &quot;PingPong&quot; game with two players. In this model, implemented using UML-RT, two players will be playing an eternal game of ping pong.
+
The model that will be created as part of this tutorial is a simple "PingPong" model. In this model, implemented using UML-RT, two players will be playing an eternal game of ping pong.
  
 
It is a very simple model that will show how a UML-RT model is constructed. Each player will be portrayed using UML-RT capsules and a UML-RT protocol will be used to define how the ball is exchanged between players through ports on each player capsule.
 
It is a very simple model that will show how a UML-RT model is constructed. Each player will be portrayed using UML-RT capsules and a UML-RT protocol will be used to define how the ball is exchanged between players through ports on each player capsule.
  
= Create a Papyrus for Real Time Project containing a UML-RT model. =
+
== Create a Papyrus for Real Time Project containing a UML-RT model. ==
  
 
Papyrus for Real Time is a Domain-Specific Modeling Language (DSML) tool based on Papyrus. We will use the Papyrus Project creation wizard to create a project configured for Papyrus for Real Time.
 
Papyrus for Real Time is a Domain-Specific Modeling Language (DSML) tool based on Papyrus. We will use the Papyrus Project creation wizard to create a project configured for Papyrus for Real Time.
  
== Select File -> New -> Papyrus Project ==
+
=== Workspace ===
 +
 
 +
After starting Papyrus-RT and dismissing the welcome screen, you are presented with the Papyrus-RT workspace
 +
 
 +
[[Image:GSwPRT09Workspace.png]]
 +
 
 +
=== Select File -> New -> Papyrus Project ===
  
[[Image:Papyrus-rt-Select_New_Papyrus_Project.png]]
+
[[Image:GSwPRT09NewPapyrusProject.png]]
  
== Selecting the language to be used for the model ==
+
=== Selecting the language to be used for the model ===
  
 
In the resulting dialog:
 
In the resulting dialog:
Line 36: Line 42:
 
# Click on '''[Next]'''.
 
# Click on '''[Next]'''.
  
[[Image:Papyrus-rt-Select-model-language.png]]
+
[[Image:GSwPRT09SelectModelLanguage.png]]
  
== Define the project ==
+
=== Define the project ===
  
 
You can now define the project's name and its location, as well as the name of the model file that will be created.
 
You can now define the project's name and its location, as well as the name of the model file that will be created.
  
# Enter the '''name''' for the project. This project can hold multiple artefacts and will contain a Papyrus model by default. For this tutorial, we will use the name &quot;'''PingPong'''&quot;.
+
# Enter the '''name''' for the project. This project can hold multiple artefacts and will contain a Papyrus model by default. For this tutorial, we will use the name "'''PingPong'''".
 
# By default, the project will be created in the current workspace. You can, however, select an alternative location if, for example, you wish to store your project under source control.
 
# By default, the project will be created in the current workspace. You can, however, select an alternative location if, for example, you wish to store your project under source control.
# Enter &quot;'''PingPong'''&quot; as the model file name.
+
# Enter "'''PingPong'''" as the model file name.
 
# Click on '''[Next]'''
 
# Click on '''[Next]'''
  
[[Image:Papyrus-rt-define-the-project.png]]
+
[[Image:GSwPRT09DefineProject.png]]
  
== Provide model initialization information ==
+
=== Provide model initialization information ===
  
 
There is more information that can be provided to create a useful model.
 
There is more information that can be provided to create a useful model.
  
# The &quot;Root model element&quot; is a representation of the model itself. For this tutorial, and for consistency, we will name it &quot;'''PingPong'''&quot;.
+
# The "Root model element" is a representation of the model itself. For this tutorial, and for consistency, we will name it "'''PingPong'''".
 +
# The wizard let's you select a template of the model you are creating, select "'''UML-RT for C++'''"
 
# There is no more information to add on this dialog as they are already set in the wizard. Click '''[Finish]''' to create the project and contained model.
 
# There is no more information to add on this dialog as they are already set in the wizard. Click '''[Finish]''' to create the project and contained model.
  
As shown in the image below, you should now have a project named &quot;PingPong&quot; containing a &quot;PingPong&quot; model in the Project Explorer as well as that model opened in the Model Explorer.
+
Note that there are three template that you can select in the v0.9 version of Papyrus-RT:
  
[[Image:Papyrus-rt-model-initialization-info.png]]
+
# '''UML-RT for Structural Modeling''': only provides support for capsule, ports, and protocol. Capsule state machines are not created by default.
 +
# '''UML-RT basic''': provides all UML-RT capabilities, including automatic creation of state machines to express the behaviour of capsules. However, no target language is set for code generation
 +
# '''UML-RT for C++''': provides all the capabilities to create UML-RT models that can generate C++ code.
  
== Project and Model Created ==
+
Note that these templates build on top of each other, so even if you select one of the first two template, you can still add the profiles and libraries to get to the "UML-RT for C++" configuration
  
After expanding the &quot;PingPong&quot; project in the Project Explorer and the &quot;PingPong&quot; model in the Model Explorer, you will see that they have both been created and are now available for modeling.
+
[[Image:GSwPRT09ModelInit.png]]
  
[[Image:Papyrus-rt-project-and-model-created.png]]
+
=== Project and Model Created ===
  
= Add profiles the model =
+
You now have an empty model ready to be populated!
  
A lot has been done already to create an empty model and you have seen, in the previous step, that the base UML-RT profile has been applied. There are a few more components that need to be added to enhance the experience and the capabilities of the tool.
+
[[Image:GSwPRT09ProjectModelCreated.png]]
  
The first step will be to add some profiles.
+
== Our project: PingPong ==
  
== Select the PingPong model in the Model Explorer and, in the Properties View, select the "Profile" tab. ==
+
For this tutorial, we will be creating a simple model of a ping pong game, with two players.
  
We will start by adding two profiles to the model:
+
The system will consist of two capsules ("active classes) that will communicate to show whose turn it is to hit the ball. Because the system is run by computer, no errors will be made playing, so you will have to kill the executable when testing, else it will run forever...
  
* &quot;'''UML RT StateMachines'''&quot; defines stereotypes and rules for state machines to support UML-RT specific semantics;
+
So let's get started!
* &quot;'''UML-RT C++ Property Set Profile'''&quot; defines stereotypes that enable more precise code generation for many model elements.
+
  
Both these profiles are part of the Papyrus-RT distribution and have already been registered during installation.
+
== Create a protocol ==
 
+
# With the &quot;PingPong&quot; model selected in the Model Explorer, click on the &quot;Profile&quot; tab of the Properties view.
+
# Click on the &quot;'''Apply registered profile'''&quot; button
+
 
+
[[Image:Papyrus-rt-select-pingpong-profile-model-properties.png]]
+
 
+
== Select the profiles to be added to the model ==
+
 
+
# In the resulting dialog, select the both the &quot;'''UML RT StateMachines'''&quot; and &quot;'''UML-RT C++ Property Set Profile'''&quot; entries.
+
# Click '''[OK]'''
+
 
+
[[Image:Papyrus-rt-select-additional-profiles.png]]
+
 
+
== Add profiles to the model ==
+
 
+
# In the resulting dialog, click &quot;Select All&quot;
+
# Note that both profiles are checked
+
# Click '''[OK]'''
+
 
+
[[Image:Papyrus-rt-add-profiles.png]]
+
 
+
== The new profiles are now applied. ==
+
 
+
[[Image:Papyrus-rt-new-profiles-applied.png]]
+
 
+
= Add UML-RT Runtime Services Library =
+
 
+
A model library containing elements and protocols from the UML-RT Runtime Services layer is also available. This library contains class definitions and protocols that are useful, and in some cases, essential, for the creation of UML-RT models.
+
 
+
This library needs to be imported before it can be used.
+
 
+
== Open the package import dialog ==
+
 
+
# Right-click on the model in the Model Explorer and select &quot;'''Import &gt; Import Registered Package'''&quot;
+
 
+
[[Image:Papyrus-rt-import-registered-package.png]]
+
 
+
== Import the "UML-RT Runtime Services" package ==
+
 
+
# In the resulting dialog, select the &quot;'''UML-RT Runtime Services'''&quot; package from the list
+
# Click '''[OK]'''
+
 
+
[[Image:Papyrus-rt-import-umlrt-runtime-services.png]]
+
 
+
== Import all parts for the UML-RT model library ==
+
 
+
# Click on '''[Load All]'''
+
# Note that only the top-level element is selected - that is the expected behavior as it contains everything.
+
# Click on '''[OK]'''
+
 
+
[[Image:Papyrus-rt-import-all-umlrt-model-library.png]]
+
 
+
== Repeat the previous steps and select "UMLPrimitiveTypes" as the library to import. ==
+
 
+
The &quot;'''UMLPrimitiveTypes'''&quot; library contains the standard UML types. These can be used to specify property types. To use more specific or specialized base types, you could also use the &quot;'''AnsiCLibrary'''&quot; or the properties defined as part of the &quot;'''RTCppProperties'''&quot; stereotype. In this tutorial, we will not have a need to use specific types.
+
 
+
== The model libraries are now available to the model developer ==
+
 
+
You can now see that both the &quot;'''RTS'''&quot; and &quot;'''UML Primitive Types'''&quot; libraries are imported into the model.
+
 
+
'''Note 1:''' Neither of these model libraries are stored within the &quot;'''PingPong'''&quot; model. They are actually part of Papyrus-RT plugins and are &quot;read-only&quot;. You can, however, still make use of their content as part of the modelling of &quot;'''PingPong'''&quot;.
+
 
+
'''Note 2''': The code generator handles the &quot;'''RTS'''&quot; library is a special way and will not generate code for it as it only reflects the actual runtime services, which are provided separately as part of the Papyrus-RT distribution.
+
 
+
We are now ready to start our modelling our PingPong system.
+
 
+
[[Image:Papyrus-rt-model-libraries-now-available.png]]
+
 
+
= Create a protocol to specify the messages that can be exchanged between players =
+
  
 
Let's start by determining how the PingPong ball will go from one player to the other. To do this, we can think of the ping pong ball as a message to the other player to which they need to reply (hit the ball back). In UML-RT, the structure that governs the messages that can be exchanged between entities (players in this case) is a protocol.
 
Let's start by determining how the PingPong ball will go from one player to the other. To do this, we can think of the ping pong ball as a message to the other player to which they need to reply (hit the ball back). In UML-RT, the structure that governs the messages that can be exchanged between entities (players in this case) is a protocol.
  
Protocols define protocol messages that define how messages can be sent and received between model elements (called &quot;Capsules&quot; in UML-RT - more on that later). These protocol messages can be incoming, outgoing, or symmetrical (i.e., both ingoing and outgoing).
+
Protocols define protocol messages that define how messages can be sent and received between model elements (called "Capsules" in UML-RT - more on that later). These protocol messages can be incoming, outgoing, or symmetrical (i.e., both ingoing and outgoing).
  
 
In the case of protocols that are not purely symmetric, i.e., that have either or both incoming and outgoing messages, there is also a need for the concept of conjugation, i.e., of reversing the role of the protocol, a concept that will be addressed further when used later in this tutorial.
 
In the case of protocols that are not purely symmetric, i.e., that have either or both incoming and outgoing messages, there is also a need for the concept of conjugation, i.e., of reversing the role of the protocol, a concept that will be addressed further when used later in this tutorial.
  
In the case of this ''Getting Started'' tutorial, we could create a symmetric protocol where there would be a single symmetrical protocol message called, for example, &quot;ball&quot;. However, to better explore the concept of protocols, we will define our &quot;PingPong&quot; protocol to have one outgoing protocol message called &quot;ping&quot; and one incoming protocol message called &quot;pong&quot;.
+
In the case of this ''Getting Started'' tutorial, we could create a symmetric protocol where there would be a single symmetrical protocol message called, for example, "ball". However, to better explore the concept of protocols, we will define our "PingPong" protocol to have one outgoing protocol message called "ping" and one incoming protocol message called "pong".
  
== Create the protocol ==
+
=== Create the protocol ===
  
 
The first step is to create the protocol itself.
 
The first step is to create the protocol itself.
  
# Right-click on the &quot;PingPong&quot; model in the Model Explorer and select &quot;'''UMLRealTime &gt; Protocol'''&quot;
+
# Right-click on the "PingPong" model in the Model Explorer and select "'''New UML-RT Child &gt; Protocol'''"
 +
# The name of the protocol is highlighted, name the protocol "'''PingPongProtocol'''" and hit return.
  
You now have a &quot;protocol&quot; in the Model Explorer.
+
You can also see the protocol and its messages in the Properties view.
  
[[Image:Papyrus-rt-create-protocol.png]]
+
You now have a "protocol" in the Model Explorer.
  
== Rename the protocol ==
+
[[Image:GSwPRT09CreateProtocol_1.png]]
 +
[[Image:GSwPRT09CreateProtocol_2.png]]
  
Give the protocol a better name.
+
=== Add protocol messages to the protocol ===
  
# Right-click on the protocol in the Model Explorer
+
As mentioned previously, a protocol may contain many different "protocol messages" that specify "''operations''" and their associated data.
# Select &quot;'''Rename'''&quot;
+
# In the dialog, provide &quot;'''PingPong'''&quot; as the new name
+
# Click '''[OK]'''
+
# The protocol has been renamed
+
  
[[Image:Papyrus-rt-rename-protocol.png]]
+
Our protocol will "''ping''" its opponent and, in return, will respond to a "''pong''". This tells us that there will be a "ping" outgoing protocol message and a "pong" incoming protocol message.
 
+
== Add protocol messages to the protocol ==
+
 
+
A protocol is actually a complex construct and, as part of the UML-RT DSML, we are hiding its complexity so you do not need to know what lies beneath to create models!
+
 
+
Our protocol will &quot;ping&quot; its opponent and, in return, will respond to a &quot;pong&quot;. This tells us that there will be a &quot;ping&quot; outgoing protocol message and a &quot;pong&quot; incoming protocol message.
+
  
 
'''Tip''': Protocols should be defined from the client's perspective. In practice, this means that the provider of the service defined by the protocol will have their ports conjugated and the client's ports will by un-conjugated. This makes sense as there will typically be more clients than service providers, so adopting this best practice will reduce the number of ports that need to be conjugated.
 
'''Tip''': Protocols should be defined from the client's perspective. In practice, this means that the provider of the service defined by the protocol will have their ports conjugated and the client's ports will by un-conjugated. This makes sense as there will typically be more clients than service providers, so adopting this best practice will reduce the number of ports that need to be conjugated.
  
In the case of this model, it does not matter as there is no distinct service provider or client. After all, in a game of ping pong, both sides &quot;serve&quot;! In this tutorial, we will define the protocol from the point fo the player that will &quot;ping&quot;.
+
In the case of this model, it does not matter as there is no distinct service provider or client. After all, in a game of ping pong, both sides "serve"! For this tutorial, we will consider that the player that starts the game will be sending the "ping" and will therefore be the "server" / "Service Provider."
  
 
# Right-click on the protocol
 
# Right-click on the protocol
# Select to create a &quot;'''UMLRealTime &gt; ProtocolMessage Out'''&quot;.
+
# Select to create a "'''New UML-RT Child &gt; InProtocolMessage'''".
# Expand the protocol (by clicking on the right-pointing triangle at its left) and notice that a new protocol message is available.
+
# The protocol message is created and its name is ready to be edited in the model explorer in the model explorer .
 +
# Rename the protocol message to "ping" (remember, as the server, the port will be conjugated, so it will have to be the opposite of the action we expect, so incoming).
  
[[Image:Papyrus-rt-add-protocol-messages.png]]
+
[[Image:GSwPRT09AddProtocolMessages.png]]
  
== Rename the outgoing protocol message ==
+
=== Add the "pong" Protocol Message ===
  
Right-click on the new protocol message, select &quot;Rename&quot;, and change its name to &quot;ping&quot;.
+
To create the "pong" message, use the same process as for the creation of the "ping" protocol message, above, except that you will instead create a "ProtocolMessageOut" and name the protocol message "pong"
  
[[Image:Papyrus-rt-rename-outgoing-protocol-message.png]]
+
# Right-click on the PingPong protocol and select "'''New UML-RT Child &gt; OutProtocolMessage'''"
 +
# Rename the resulting protocol message to "'''pong'''"
 +
# You now have a "'''pong'''" protocol message in addition to "ping".
  
== Add a "pong" Incoming Protocol Message ==
+
[[Image:GSwPRT09AddPongProtocolMessage.png]]
  
To create the &quot;pong&quot; message, use the same process as for the creation of the &quot;ping&quot; protocol message, above, opting to create a &quot;ProtocolMessageIn&quot; instead and renaming the protocol message &quot;pong&quot;
+
=== The "PingPong" protocol is now complete ===
  
# Right-click on the PingPong protocol and select &quot;'''UMLRealTime &gt; ProtocolMessageIn'''&quot;
+
The protocol and its protocol messages can now be seen in both the Model Explorer and the Properties view.
# Rename the resulting protocol message to &quot;'''pong'''&quot;
+
# You now have a &quot;'''pong'''&quot; protocol message in addition to &quot;ping&quot;.
+
  
[[Image:Papyrus-rt-add-pong-incoming-protocol-message.png]]
+
[[Image:GSwPRT09PingPongProtocolComplete.png]]
  
== The "PingPong" protocol is now complete ==
+
== Defining the Tutorial's "PingPong" System's Structure ==
  
The protocol and its protocol messages can now be seen in both the Model Explorer and the Properties view.
+
Now that we have a protocol, we can move on to creating the structure of the "PingPong System."
 
+
[[Image:Papyrus-rt-pingpong-protocol-complete.png]]
+
 
+
= Defining the Tutorial's "PingPong" System's Structure =
+
  
 
We will need to create three capsules for this tutorial model:
 
We will need to create three capsules for this tutorial model:
  
;'''Two capsules representing the two players (&quot;Pinger&quot; and &quot;Ponger&quot;)'''
+
* '''Two capsules that will be representing the two players: "Pinger"''' ("player 1")** and "Ponger"** (player 2). We will be creating two capsules to highlight some aspects of the communication mechanisms, especially related to how ports are used with asymmetric protocols. If we had a symmetric protocol, we could simply use two instances of the same capsule, but that would be a less interesting model for a tutorial. Also note that, in this example, the two capsules will be slightly different as one has the added responsibility to start the game
: We will be creating two capsules to highlight some aspects of the communication mechanisms, especially related to how ports are used with asymmetric protocols. If we had a symmetric protocol, we could simply use two instances of the same capsule, and that would be a less interesting model for a tutorial.
+
* '''A top capsule representing the complete system ("Top") '''In UML-RT, the building blocks are capsules and there is always a top capsule that represents the system to be built. The complete set of capsules that are required to implement the system's functionality are then included by the containment hierarchy from this top capsule.
 
+
;'''A top capsule representing the complete system (&quot;Top&quot;)'''
+
: In UML-RT, the building blocks are capsules and there is always a top capsule that represents the system to be built. The complete set of capsules that are required to implement the system's functionality are then included by the containment hierarchy from this top capsule.
+
 
+
= Create the Pinger Capsule =
+
 
+
Let's start by creating the &quot;Pinger&quot; capsule
+
  
 
== Create the Pinger capsule ==
 
== Create the Pinger capsule ==
  
# Right-click on the PingPong model in the Model Explorer and select &quot;'''UMLRealTime &gt; Capsule'''&quot;
+
This capsule will represent the starting player in the game. As such, it will be responsible for sending the first "ball" (message). It will also have to react when receiving the ball from the other player.
# Rick-click on the newly created capsule and select &quot;'''Rename'''&quot; to change its name to &quot;'''Pinger'''&quot;
+
  
[[Image:Papyrus-rt-create-pinger-capsule.png]]
+
=== Create the Pinger ("player 1") capsule ===
  
== Open Pinger's Composite Structure Diagram ==
+
Let's start by creating the Pinger capsule.
  
Because of the importance of capsule containment in UML-RT, and for the convenience of the user, a composite structure diagram is automatically created for each capsule.
+
# Right-click on the PingPong model in the Model Explorer and select "'''New UML-RT Child &gt; Capsule'''"
 +
# After the capsule is created, it's name is selected for edition, name it "'''Pinger'''"
  
# Click on the right-facing triangle to the left of the &quot;Pinger&quot; capsule to show its contents
+
[[Image:GSwPRT09CreatePingerCapsule.png]]
# The element displayed is Pinger's composite structure diagram. Double-click on it
+
# The diagram is now shown in the editor view
+
# A tab at the bottom indicating the diagram name. Tabs at the bottom of the editor view allow you to easily switch between open diagrams
+
  
[[Image:Papyrus-rt-open-pinger-csd.png]]
+
=== Look at the Pinger capsule and open it's diagram ===
  
== Add a port to Pinger and set its type ==
+
Now that we have a capsule, let's have a look at what it contains and at its diagram.
  
Pinger still needs to communicate with Ponger when it hits the ball. To do this, it needs a port that implements the protocol that we defined earlier.
+
# Expand the '''Pinger''' capsule in the model explorer by clicking on the triangle at the beginning of its Model Explorer entry. You will notice that there is already a contained element: '''Pinger''''s diagram link. In Papyrus-RT, every capsule has a capsule diagram, this link is a quick way to open it
 +
# That diagram link is also accessible from the "'''Editor'''" under the '''View''' heading.
  
# In the editor pane, select the '''Port''' entry in the &quot;'''Nodes'''&quot; section of the Palette, click on the right border of &quot;'''Pinger'''&quot; (on the diagram)
+
[[Image:GSwPRT09OpenPingerCapsuleDiagram.png]]
# In the resulting dialog, click on [...] to select the protocol
+
# Expand &quot;PingPong&quot;
+
# Select &quot;'''«Protocol» PingPong'''&quot;
+
# Click [OK]
+
# Click [OK]
+
  
[[Image:Papyrus-rt-add-port-to-pinger.png]]
+
=== Open Pinger's capsule diagram ===
  
== Rename the port ==
+
To do this, simply double-click on either of the diagram described in the previous step (or single-click on the blue textual link in the editor view list)
  
By default, the port will be created with the name in edit mode. At this point, you can just type in its name:  
+
One open, you will see:
  
There are three other ways to rename the port:
+
# The representation of the '''Pinger''' capsule. It does not contain much right now, but we will work on that in this tutorial.
 +
# A editor tab is added at the bottom of the editor. This is useful when you have multiple diagram open so you can easily navigate between them
 +
# A tool palette providing you with the various tools that are relevant when working on a diagram in the context of the capsule's structure (in this case).
  
* Double-click on the port label and enter the new name
+
[[Image:GSwPRT09PingerCapsuleDiagram.png]]
* Right click on the port in the Model Explorer, select &quot;Rename&quot;, and enter the new name
+
* Select the &quot;Name&quot; property in the Properties view and enter the new name
+
  
'''Note''': ports are properties of the capsule and are typically named with a leading lowercase character.
+
=== Add an external port to Pinger ===
  
[[Image:Papyrus-rt-rename-pinger-port.png]]
+
In order to be able to communicate, Pinger will need an external port through which it can send messages to other capsules. Let's add this port now.
  
== Add IO libraries ==
+
# Click on "'''Port'''" in the tool palette.
 +
# Click on the right border of the '''Pinger''' capsule.
 +
# In the resulting dialog, select "'''Port with Existing Protocol'''"
 +
# In the resulting dialog, expand the "'''PingPong'''" model entry and** '''select the '''PingPong** protocol that was created earlier.
 +
# Name the resulting port "p'''ingPort'''"
 +
# Since we have decided that '''Ping '''would be the "server'''"''' capsule, we also have to change the conjugation of its port. To do so, look in the '''Properties''' view just below the '''Editor''', and make sure that the "'''UML-RT'''" tab is selected
 +
# Click on the box to the left of "'''Is conjugated'''".
 +
# When the port is conjugated, you will notice that its graphical element will change from being all black to getting a white fill, graphically showing the conjugation state.
  
In order to see the execution of the model, once generated and built, we will need to print something to the screen, i.e., to &quot;stdout&quot;. In order to do so, we will need to specify the header files that need to be included to give the capsule access to these C++ functions.
+
[[Image:GSwPRT09AddPingerExternalPort1.png]]
 +
[[Image:GSwPRT09AddPingerExternalPort2.png]]
 +
[[Image:GSwPRT09AddPingerExternalPort3.png]]
 +
[[Image:GSwPRT09AddPingerExternalPort4.png]]
 +
[[Image:GSwPRT09AddPingerExternalPort5.png]]
  
This is accomplished though stereotype properties that are used by the code generator to create the correct includes in the generated code.
+
=== Add a log port ===
  
# Make sure that the &quot;'''Pinger'''&quot; capsule is selected and its Properties displayed with its &quot;Profile&quot; tab selected.
+
If we want to make sure that the model actually runs correctly, we will need to get some information displayed. The Papyrus-RT runtime provides a logging mechanism to allow the model to print out information. In the current version, it only does this to stdout, but this capability is extensible to use other output targets.
# Click on the '''[+]''', right of &quot;'''Applied Stereotypes'''&quot;
+
# In the resulting dialog, double-lclick on the &quot;'''CapsuleProperties'''&quot; entry in the &quot;'''Applicable Stereotypes'''&quot; box to move it to the &quot;'''Applied Stereotypes'''&quot; and click '''[OK]''' to apply the stereotype. This stereotype allows the modeler to set C++ specific constructs to help in the development of the executable model.
+
# Expand the &quot;CapsuleProperties: stereotype to see its properties and select the &quot;implementationPreface&quot; property.
+
# In the &quot;Implementation box, type in the following: #include &lt;iostream&gt;
+
  
That's all we need for now, we will see how to use this import during the creation of the the capsule's behavior.
+
So all that is needed to be able to log event to the screen is to add a log port to the capsule.
  
[[Image:Papyrus-rt-add-pinger-io-libraries.png]]
+
# Select the Port tool and create a port in the middle of the capsule
 +
# In the resulting dialog, select the "Log" entry
 +
# Leave the name as is. You have now create a log port through which you can print messages. We will see how to use it when we add the behaviour to the capsule.
  
== Create Pinger's state machine ==
+
[[Image:GSwPRT09AddLogPort.png]]
  
In UML-RT, all behavior is modeled using hierarchical state machines.
+
=== Create Pinger's state machine ===
  
These state machines are dubbed &quot;reactive&quot; because actions (or chains of actions) can only be taken as a result of a message being received on the capsule's ports - so they always react to a message. Reception of a message typically results in one of the state machine's transitions being taken. Each transition exiting from a state has a trigger defined by a port and signal (i.e., protocol message for that port), determining when they can be taken (triggered). Fine-grained actions, typically as opaque expressions, can be provided for transitions, as well as for states' entry and exit.
+
As mentioned, the behaviour of a capsule is represented by a state machine, but one is not provided by default as some capsules may not need to have behaviour.Examples of capsules not needing behaviour are for container capsules, such as "Top", and some patterns, such as dynamic forwarding.
  
Pseudostates can also be used to implement logic (choice points), continuation (junction, state entry and exit points - limited to a single outgoing transition), and history (deep and shallow).
+
# Right-click on the '''Pinger''' capsule in the Model Explorer and select "'''New UML-RT Child &gt; StateMachine'''" to create the state machine.
 +
# The state machine is created and its diagram is available from the '''Editor''''s '''View''' list.
  
Each state machine has an initial pseudostate that is triggered when the state machine if first instantiated, providing initialization capability.
+
[[Image:GSwPRT09CreatePingerStateMachine.png]]
  
# Right-click on &quot;'''Pinger'''&quot; in the Model Explorer and select &quot;'''New Diagram &gt; StateMachine Diagram'''&quot;
+
=== Add the Pinger StateMachine behaviour ===
# In the resulting dialog, name the state machine diagram &quot;'''Pinger'''&quot;
+
# Click '''[OK]'''
+
# [Optional] Rename the state machine to &quot;'''Pinger'''&quot;
+
# Both the state machine and its diagram are now available
+
  
[[Image:Papyrus-rt-create-pinger-state-machine.png]]
+
# Now that we have a state machine, let's add the behaviour to it: open the '''Pinger::StateMachine. '''You will notice that we already provide you with the initial pseudostate and a state ("State1") to get you started
 +
# Move these two initial elements to better positions, as shown and rename "'''State1'''" to "'''Playing'''" (hint: use the Properties tab)
 +
# We will also add a transition that will be taken when the other player returns the ball. Using the transition tool draw a transition from the "'''Playing'''" state to itself.
  
== Set the state machine's stereotype and properties ==
+
[[Image:GSwPRT09AddPingerStateMachineBehaviour_1.png]]
 +
[[Image:GSwPRT09AddPingerStateMachineBehaviour_2.png]]
  
'''Note''': The tooling does not yet set all the properties for a UML-RT state machine, so you will have to set them manually.
+
=== Add initial transition action ===
  
# Keeping the &quot;'''Pinger'''&quot; state machine selected in the Model Explorer, use the Profile tab of the Properties Explorer to add the &quot;'''RTStateMachine'''&quot; stereotype to the state machine.
+
All that is now left is to add some triggers (which allow for transitions to be taken as a response to a message) and code block (remember, we are using C++ as the "Action Language".
# Expand the &quot;'''Pinger'''&quot; state machine in the Model Explorer to show and select the contained &quot;'''Region1'''&quot; region and then add the &quot;'''RTRegion'''&quot; stereotype to it.
+
  
1.
+
Let's start with the Initial Transition. Note that the initial transition is always taken once, when the capsule is instantiated, so it does not need an trigger.
  
[[Image:Papyrus-rt-set-pinger-state-machine-stereotype.png]]
+
# Click ont the '''Initial''' transition and then open the '''Code Snippet View'''" in the Properties View area. Make sure that the "'''Effect'''" tab is selected at the bottom of the view.
 +
# In the code snippet view, add the following code:
  
== Create the state machine's content ==
+
// Start the game by sending a "ping" to the other player
  
The state machine for Pinger is rather simple. It consists of a single state &quot;'''Playing'''&quot; with a self-transition triggered on receiving the &quot;'''pong'''&quot; message on the &quot;'''pingPort'''&quot;.
+
log.log("Starting game");
  
However, we will also want &quot;'''Pinger'''&quot; to start the match, so we will need to do so during or right after the initialisation of the capsule. We can do this because capsule behavior only starts after all static capsule parts are created, so the message queues are already in place to receive messages. Because we do not want to have to issue the same code twice, and since &quot;'''Pinger'''&quot; will send a ball each time it receives a pong message, we will use a junction point to be able to reuse a transition's code.
+
if ( pingPort.ping().send() ) {
  
# Using the Palette's &quot;'''Nodes'''&quot; drawer, add an &quot;'''Initial'''&quot; pseudostate to the top left of the capsule's state machine and apply the &quot;'''RTPseudostate'''&quot; stereotype to it. You can leave its name as is or change it as you please.
+
<pre>log.log( "ping sent!");</pre>
# Using the Palette's &quot;'''Nodes'''&quot; drawer, add a &quot;'''State'''&quot; below and to the right of the &quot;'''Initial&quot;''' pseudostate, name it &quot;'''Playing'''&quot;, and apply the &quot;'''RTState'''&quot; stereotype to it.
+
} else {
# Using the Palette's &quot;Edges&quot; drawer, draw a &quot;'''Transition'''&quot; from &quot;'''Initial'''&quot; to &quot;'''Playing'''&quot; named &quot;'''initial'''&quot;, and another from &quot;'''Playing'''&quot; to itself named &quot;'''onPong'''&quot;. '''Note 1:''' The start and end are very important when drawing a transition and it defines the direction, the first click being the origin and the second the destination. '''Note 2:''' It is a good idea to name transitions as this helps in understanding the diagram and, also, in debugging later on - here, we have used a short form of the trigger event. '''Note 3:''' Setting the transition to be &quot;rectilinear&quot; is useful when drawing state machines: right-click on a transition and select &quot;Format &gt; Line Style &gt; Rectilinear Style Routing.
+
  
[[Image:Papyrus-rt-create-pinger-state-machine-content.png]]
+
<pre>log.log( "Error sending Ping!");</pre>
 +
}
  
== Add "onPong:" transition trigger to the state machine ==
+
[[Image:GSwPRT09AddInitialTransitionAction.png]]
  
As indicated previously, the &quot;'''Initial'''&quot; transition does not need a trigger as it is taken automatically when the state machine is first instantiated. However, for the &quot;'''onPong'''&quot; transition to be taken, we will need to define a trigger for the transition that will determine when the transition can be taken.
+
=== Edit the trigger and code for self transition ===
  
# Select the &quot;'''onPong'''&quot; transition. In the Properties view's UML Tab, click on the '''[+]''' to the right of the &quot;'''Trigger'''&quot; field to create a new Trigger.
+
# Select the transition in the diagram and switch to the '''Properties''' view.
# In the resulting &quot;'''Create a new Trigger'''&quot; dialog, set the name to &quot;'''onPong'''&quot;.
+
# Click on the '''[+]''' to the right of the &quot;'''Port'''&quot;
+
# On the resulting dialog, find the &quot;'''pinger'''&quot; port under the &quot;'''Pinger'''&quot; capsule, double-click on it to transfer it to the right box
+
# Click '''[OK]''', closing the dialog and bringing back the &quot;'''Create a new Trigger'''&quot; dialog
+
# Click on the '''[...]''' to the right of &quot;'''Protocol message'''&quot; to bring up the &quot;'''Protocol Message'''&quot; dialog
+
# Select the &quot;'''pong'''&quot; protocol message.
+
# Click on '''[OK]''', closing the dialog and bringing back the &quot;'''Create a new Trigger'''&quot; dialog and then '''[OK]''' again to close that dialog
+
# The trigger is now complete.
+
  
[[Image:Papyrus-rt-add-onpong-transition-trigger-2.png]]
+
[[Image:GSwPRT09EditSelfTransitionTriggerAndCode.png]]
  
== Add an effect to the "onPong" transition to log it was taken. ==
+
=== Add the transition trigger ===
  
So that we can be sure that the &quot;'''onPong'''&quot; is indeed taken, let's add an effect to log this.
+
# Click on the [+] button in the '''Trigger''' section to create a new trigger.
 +
# From the resulting dialog, select the '''pingPort'''.
 +
# From the list of protocol messages, select the '''pong''' protocol message.
 +
# Click OK to set the trigger.
 +
# You now have a trigger defined for this transition. When the model runs, any message received while in the '''Playing''' state will result in this transition being taken.
 +
# Notice that the transition name has be set to the name of the protocol message selected, providing a clue on the diagram as to when the transition is triggered.
  
# Select the &quot;'''OnPong'''&quot; transition. In the Properties view's UML Tab, click on the '''[+]''' to the right of the &quot;'''Effect'''&quot; field to create a new action and select &quot;'''Opaque behavior'''&quot;.
+
[[Image:GSwPRT09AddTransitionTrigger.png]]
# In the resulting dialog, set the name to &quot;logTransition&quot;.
+
# Click on the '''[+]''' to the right of &quot;'''Language'''&quot; to bring up the language selection dialog
+
# Double-click on &quot;'''C++'''&quot; from the selection dialog to move it to the selected item box. We are using C++ as the coding language within the tool to match our C++ runtime service library
+
# Click '''[OK]'''
+
# In the blank box to the right of the language selection, type &quot;std::cout &lt;&lt; &quot;onPong transition taken!&quot; &lt;&lt; std::endl;&quot;. This log command will enable us to see when the transition is taken when running the resulting executable.
+
# Click '''[OK]'''.
+
# The transition now contains an effect that will be executed each time the transition is taken.
+
  
[[Image:Papyrus-rt-add-onpong-transition-effect.png]]
+
=== Add code for the transition ===
  
== Add the "Playing" entry action behavior to the state machine ==
+
The only thing left to do for this transition is to add its code. The basic steps are the same as those taken previously to add the code for the initial transition
  
We will now create an action that happens each time the &quot;'''Playing'''&quot; state is entered. This approach allows us to have this code in a single location, whether the transition into the &quot;'''Playing'''&quot; state is from the &quot;'''initial'''&quot; or the &quot;'''OnPong'''&quot; transition, allowing this player to both start the game and keep on playing, as per our requirements. This action will consist in sending a &quot;'''ping'''&quot; message to the other player, represented by the &quot;'''Ponger'''&quot;capsule. To do this, we'll add an entry action to that state to handle that.
+
# Click on the transition and the '''Code Snippet View''' to bring up the C++ editor for the transition. Make sure that the "'''Effect'''" tab is selected at the bottom of the view.
 +
# Type in the following code (you will notice that it is very similar to that of the initial transition):
  
# Select the &quot;'''Playing'''&quot; state. In the Properties view's UML Tab, click on the '''[+]''' to the right of the &quot;'''Entry'''&quot; field to create a new entry action and select &quot;'''Opaque Behavior'''&quot;, just like you did int the previous step.
+
// Reply to a pong message by sending a ping.
# In the resulting dialog, set the name to &quot;'''sendPing'''&quot;.
+
# Click on the '''[+]''' to the right of &quot;'''Language'''&quot;
+
# In the resulting dialog, set &quot;'''C++'''&quot; as the language, clicking [OK] to get back to the opaque behavior creation dialog.
+
# In the blank box to the right of the language selection, type the following code: if ( pinger.ping().send() ) { std::cout &lt;&lt; &quot;Ping sent!&quot; &lt;&lt; std::endl; } else { std::cout &lt;&lt; &quot;Error sending Ping!&quot; &lt;&lt; std::endl; }
+
# Click '''[OK]''' to get back to the Properties view
+
  
'''Note:''' the syntax to send a message on a port is &quot;'''().''''''('''''').send()'''&quot;. In the case above, no parameters were defined for the &quot;'''ping'''&quot; protocol message. There are other variants of the send command that allows, for example, to send a message to one slot of a replicated capsule part. The &quot;'''Send()'''&quot; operation returns the number of messages sent, so returning &quot;'''0'''&quot;, which is equivalent to &quot;'''false'''&quot;, indicates an error.
+
log.log("Pong received!");
  
[[Image:Papyrus-rt-add-playing-state-entry-action.png]]
+
if ( pingPort.ping().send() ) {
  
= Create the Ponger Capsule =
+
<pre>log.log( "ping sent!");</pre>
 +
} else {
  
The &quot;'''Ponger'''&quot; capsule will be created in the same way as the &quot;'''Pinger'''&quot; capsule was in the previous step. So the instructions below should be familiar to you, even when abbreviated.
+
<pre>log.log( "Error sending Ping!");</pre>
 +
}
  
== Create the Ponger capsule ==
+
[[Image:GSwPRT09AddTransitionCode.png]]
  
# Right-click on the PingPong model in the Model Explorer and select &quot;'''UMLRealTime &gt; Capsule'''&quot;
+
=== You are now done with the creation of the Pinger capsule! ===
# Rick-click on the newly created capsule and select &quot;'''Rename'''&quot; to change its name to &quot;'''Ponger'''&quot;
+
  
[[Image:Papyrus-rt-create-ponger-capsule.png]]
+
== Create the "Ponger" capsule ==
  
== Open Ponger's Composite Structure Diagram ==
+
To create the "'''Ponger'''" capsule, simply follow the same steps as when '''Pinger''' was created, with the following differnces:
  
# Expand &quot;Ponger&quot; in the model explorer and double-click on the &quot;Ponger&quot; composite structure diagram to open it in the editor view.
+
* The capsule will be named "'''Ponger'''" instead of "'''Pinger'''"
 +
* The port is named "pong" and is '''not''' conjugated.
 +
* You should place the port on the left edge of the capsule, instead of the right. This will allow us to put both capsules side by side so that their ports will be easy to connect.
 +
* The capsule's state machine will be different as it does not need to start the game and it will not return the fifth ball in order to stop the game.
  
[[Image:Papyrus-rt-open-ponger-csd.png]]
+
=== Create the "Ponger" capsule's structure ===
  
== Add a port to Ponger and set its type ==
+
Create the '''Ponger''' capsule's structure using the same instructions as for the '''Pinger''' capsule structure, but with the following changes:
  
'''Ponger''' will need to communicate with '''Pinger''' when it receives the ball, that is, it will have to respond by sending the ball back. To do this, it needs a port that implements the &quot;'''PingPong'''&quot; protocol we defined earlier.
+
* The capsule is named "'''Ponger'''"
 +
* The external port is named "pongPort"
 +
* The external port is '''not''' conjugated.
 +
* The external port is placed on the left edge of the capsule, instead of the right. This will make it easier for us to connect the capsules when we put both side by side.
 +
* The log port is created in the same way
  
# In the Model Explorer, select the &quot;'''PingPong'''&quot; protocol and drag it to the left border of &quot;'''Ponger'''&quot; on the composite structure diagram.
+
The result should be as shown below.
# In the resulting dialog, click on &quot;'''Protocol drop to create External Behavior Port'''&quot;
+
  
[[Image:Papyrus-rt-add-port-to-ponger.png]]
+
[[Image:GSwPRT09CreatePongerCapsuleStructure.png]]
  
== Rename the port and set its conjugation ==
+
=== Create the Ponger Capsule's statemachine ===
  
In order to be able to communicate, connected ports must have opposite conjugation. Since we left the conjugation of the &quot;pinger&quot; port in &quot;Pinger&quot; to the default, we have to change this port to be conjugated.
+
Create the '''Ponger''' capsule's statemachine using the same instructions as for the '''Pinger''' capsule structure, but with the following changes:
  
# Rename the port to &quot;ponger&quot;.
+
* The intial transition code will simply log that '''Ponger''' is ready to play:
# Click in the box to the left of &quot;Is conjugated&quot;
+
  
[[Image:Papyrus-rt-rename-ponger-port-and-set-conjugation.png]]
+
log.log("Ponger is ready");
  
== Add IO libraries ==
+
* The self-transition's trigger will be on '''PongPort''''s '''ping''' protocol message.
 +
* The self-transition's code will simply send a '''pong''' for every '''Ping''' received.
  
Just like we did with &quot;Pinger&quot;, we will use the C++ standard &quot;cout&quot; to log messages, showing that the model is indeed executed.
+
The result should be as shown below.
  
# Make sure that the &quot;'''Pinger'''&quot; capsule is selected and its Properties displayed with its &quot;Profile&quot; tab selected.
+
[[Image:GSwPRT09CreatePongerStateMachine.png]]
# Click on the '''[+]''', right of &quot;'''Applied Stereotypes'''&quot;
+
# In the resulting dialog, double-lclick on the &quot;'''CapsuleProperties'''&quot; entry in the &quot;'''Applicable Stereotypes'''&quot; box to move it to the &quot;'''Applied Stereotypes'''&quot; and click '''[OK]''' to apply the stereotype. This stereotype allows the modeler to set C++ specific constructs to help in the development of the executable model.
+
# Expand the &quot;CapsuleProperties: stereotype to see its properties and select the &quot;implementationPreface&quot; property.
+
# In the &quot;Implementation box, type in the following: #include
+
  
That's all we need for now, we will see how to use this import during the creation of the the capsule's behavior.
+
== Create the "Top" system capsule ==
  
[[Image:Papyrus-rt-add-ponger-io-libraries.png]]
+
Although it is possible to generate the various capsules on their own, the interactions between them would not happen until their ports are interconnected.
  
== Create Ponger's state machine ==
+
To do this, we create a "Top" capsule that will contain instances of the capsules that we can then connect. Once this is done, we can generate the code for that "Top" capsule and execute it.
  
# Right-click on &quot;'''Ponger'''&quot; in the Model Explorer and select &quot;'''New Diagram &gt; StateMachine Diagram'''&quot;
+
Note that, although it is not a requirement, the "'''Top'''" capsule we will create in here will be only structural, it will not, by itself, implement behaviour, other than that of its contained capsule parts.
# In the resulting dialog, name the state machine diagram &quot;'''Ponger'''&quot; and click '''[OK]'''
+
# Rename the state machine to &quot;'''Ponger'''&quot;
+
# Both the state machine and its diagram are now available
+
  
[[Image:Papyrus-rt-create-ponger-state-machine.png]]
+
=== Create the "Top" capsule ===
  
== Set the state machine's stereotype and properties ==
+
# Create a new capsule in the model and name it "'''Top'''".
 +
# Open Top's capsule diagram.
 +
# From the model explorer, drag and drop a Pinger capsule into Top's compartment, on the left side.
 +
# From the model explorer, drag and drop a Ponger capsule into Top's compartment, on the right side. Aim to have their ports vertically aligned.
 +
# Use the Connector tool from the palette to draw a connector between each capsule part's ports.
 +
# That's it! You have created the Top capsule with two capsule parts that can nos communicate with each other!
  
'''Note''': The tooling does not yet set all the properties for a UML-RT state machine, so you will have to set them manually.
+
[[Image:GSwPRT09CreateTopCapsule.png]]
  
# Keeping the &quot;'''Ponger'''&quot; state machine selected in the Model Explorer, use the Profile tab of the Properties Explorer to add the &quot;'''RTStateMachine'''&quot; stereotype to the state machine.
+
== Execute the model ==
# Expand the &quot;'''Ponger'''&quot; state machine in the Model Explorer to show and select the contained &quot;'''Region1'''&quot; region and then add the &quot;'''RTRegion'''&quot; stereotype to it.
+
  
1.
+
Now that the model is complete, we can execute it.
  
[[Image:Papyrus-rt-set-ponger-state-machine-stereotype.png]]
+
=== Set the top capsule ===
  
== Create the state machine's content ==
+
First, we need to identify which capsule to use as the "top" capsule. This is typically something that is done only once.
  
The &quot;Ponger&quot; state machine will greatly resemble the one that we created for &quot;'''Pinger'''&quot;. The main difference is that since &quot;'''Ponger'''&quot; will not be initiating the game, all its action can be defined as part of an &quot;'''onPing'''&quot; transition - there is no need to create an entry action in this case.
+
# Right-click on the "'''Top'''" capsule in the Model Explorer to bring up the context menu
 +
# Select "'''Set as default top capsule'''"
 +
# Click [OK] on the dialog that shows the results.
 +
# A CDT project is created in the Project Explorer and the C++ code is generated within it.
  
Similarly to &quot;'''Pinger'''&quot;, the state machine for &quot;'''Ponger'''&quot; consists of a single state &quot;'''Playing'''&quot; with a self-transition triggered on receiving the &quot;'''ping'''&quot; message on the &quot;'''ponger'''&quot; port.
+
[[Image:GSwPRT09SetTopCapsule.png]]
  
However, &quot;'''Ponger'''&quot; will not be initiating the game, so its action can be defined entirely as part of an &quot;'''onPing'''&quot; transition - there is no need to create an entry action in this case.
+
=== Generate the model ===
 
+
# Using the Palette's &quot;'''Nodes'''&quot; drawer, add an &quot;'''Initial'''&quot; pseudostate to the top left of the capsule's state machine and apply the &quot;'''RTPseudostate'''&quot; stereotype to it. You can leave its name as is or change it as you please.
+
# Using the Palette's &quot;'''Nodes'''&quot; drawer, add a &quot;'''State'''&quot; below and to the right of the &quot;'''Initial&quot;''' pseudostate, name it &quot;'''Playing'''&quot;, and apply the &quot;'''RTState'''&quot; stereotype to it.
+
# Using the Palette's &quot;Edges&quot; drawer, draw a &quot;'''Transition'''&quot; from &quot;'''Initial'''&quot; to &quot;'''Playing'''&quot; named &quot;'''initial'''&quot;, and another from &quot;'''Playing'''&quot; to itself named &quot;'''onPing'''&quot;.
+
 
+
'''Note 1:''' The start and end are very important when drawing a transition and it defines the direction, the first click being the origin and the second the destination.''* Note 2:''* It is a good idea to name transitions as this helps in understanding the diagram and, also, in debugging later on - here, we have used a short form of the trigger event. '''Note 3:''' Setting the transition to be &quot;rectilinear&quot; is useful when drawing state machines: right-click on a transition and select &quot;Format &gt; Line Style &gt; Rectilinear Style Routing.
+
 
+
[[Image:Papyrus-rt-create-ponger-state-machine-s-content.png]]
+
 
+
== Add "onPing:" transition trigger to the state machine ==
+
 
+
As indicated previously, the &quot;'''Initial'''&quot; transition does not need a trigger as it is taken automatically when the state machine is first instantiated. However, for the &quot;'''onPing'''&quot; transition to be taken, we will need to define a trigger for the transition that will determine when the transition can be taken.
+
 
+
# Select the &quot;'''onPing'''&quot; transition. In the Properties view's UML Tab, click on the '''[+]''' to the right of the &quot;'''Trigger'''&quot; field to create a new Trigger.
+
# In the resulting &quot;'''Create a new Trigger'''&quot; dialog, set the name to &quot;'''onPing'''&quot;.
+
# Click on the '''[+]''' to the right of the &quot;'''Port'''&quot;
+
# On the resulting dialog, find the &quot;'''ponger'''&quot; port under the &quot;'''Ponger'''&quot; capsule, double-click on it to transfer it to the right box
+
# Click '''[OK]''', closing the dialog and bringing back the &quot;'''Create a new Trigger'''&quot; dialog
+
# Click on the '''[...]''' to the right of &quot;'''Protocol message'''&quot; to bring up the &quot;'''Protocol Message'''&quot; dialog
+
# Select the &quot;'''ping'''&quot; protocol message.
+
# Click on '''[OK]''', closing the dialog and bringing back the &quot;'''Create a new Trigger'''&quot; dialog and then '''[OK]''' again to close that dialog
+
# The trigger is now complete and the results are shown below.
+
 
+
[[Image:Papyrus-rt-add-onping-transition-trigger.png]]
+
 
+
== Add an effect to the "onPing" transition to log it was taken. ==
+
 
+
So that we can be sure that the &quot;'''onPing'''&quot; is indeed taken, let's add an effect to log this.
+
 
+
# Select the &quot;'''OnPing'''&quot; transition. In the Properties view's UML Tab, click on the '''[+]''' to the right of the &quot;'''Effect'''&quot; field to create a new action and select &quot;'''Opaque behavior'''&quot;.
+
# In the resulting dialog, set the name to &quot;logTransition&quot;.
+
# Click on the '''[+]''' to the right of &quot;'''Language'''&quot; to bring up the language selection dialog
+
# Double-click on &quot;'''C++'''&quot; from the selection dialog to move it to the selected item box. We are using C++ as the coding language within the tool to match our C++ runtime service library
+
# Click '''[OK]'''
+
# In the blank box to the right of the language selection, type the following code:
+
 
+
if ( ponger.pong().send() ) { std::cout &lt;&lt; &quot;Pong sent!&quot; &lt;&lt; std::endl; } else { std::cout &lt;&lt; &quot;Error sending Ping!&quot; &lt;&lt; std::endl; }
+
 
+
This will send back a pong message to &quot;Pinger&quot; and display a message indicating whether the send was successful or not. This enables us to see when the transition is taken when running the resulting executable. 1. Click '''[OK]'''. 1. The transition now contains an effect that will be executed each time the transition is taken and the results are shown below.
+
 
+
[[Image:Papyrus-rt-add-onping-transition-effect.png]]
+
 
+
= Implement the System as the Top Capsule =
+
 
+
As described previously, the top capsule represents the system to be built. As such, it will not be contained in any other capsule and will contain the capsules required to implement its capabilities.
+
 
+
In the context of this tutorial, our Top capsule will contain instances of both &quot;'''Pinger'''&quot; and &quot;'''Ponger'''&quot; as well as the connection between them.
+
 
+
<code>'''Note''': At present, the top capsule '''''must''''' '''be named &quot;Top&quot;. This is a limitation until we complete the implementation of the build specification mechanism.'''</code>
+
 
+
== Create the Top capsule ==
+
 
+
Using the steps from the creation of the &quot;'''Pinger'''&quot; capsule, create the &quot;'''Top'''&quot; capsule and its composite structure diagram, but stop before the creation of the port as &quot;'''Top'''&quot; does not require any ports.
+
 
+
# Right-click on the PingPong model in the Model Explorer and select &quot;'''UMLRealTime &gt; Capsule'''&quot;
+
# Rick-click on the newly created capsule and select &quot;'''Rename'''&quot; to change its name to &quot;'''Top'''&quot;
+
# Open the composite structure diagram for &quot;'''Top'''&quot;
+
 
+
[[Image:Papyrus-rt-create-top-capsule.png]]
+
 
+
== Add Pinger to the Top Capsule Structure ==
+
 
+
We can now start populating the &quot;'''Top'''&quot; capsule by creating an instance of &quot;'''Pinger'''&quot; within its structure.
+
 
+
# Drag and drop &quot;'''Pinger'''&quot; from the Model Explorer inside of &quot;'''Top'''&quot;'s structure, on the left side.
+
# In the resulting dialog, click on &quot;'''Capsule drop to create CapsulePart'''&quot;.
+
# You will see that the &quot;instance&quot; is called &quot;'''pinger'''&quot;.
+
# Expanding &quot;'''Top'''&quot; in the Model Explorer reveals the new &quot;'''«CapsulePart» piner:Pinger'''&quot; property added to the capsule.
+
 
+
'''Fun fact''': <code>&quot;pinger&quot; is not an instance, but a &quot;part&quot;. In this case the part contains a single instance of &quot;Pinger&quot;. However, a part can have a multiplicity, and therefore contain multiple instances (or not if it's multiplicity has a lower bound of 0).</code>
+
 
+
[[Image:Papyrus-rt-add-pinger-to-top-capsule.png]]
+
 
+
== Adjust the representation of the pinger capsule part ==
+
 
+
'''Workaround''': The tooling does not yet automatically show the ports of capsule parts, so you will have to do that manually.
+
 
+
# In the Model Explorer, select the the &quot;pinger&quot; port under the &quot;Pinger&quot; capsule and drop it onto the &quot;pinger&quot; capsule part in Top.
+
# Move the port so it will be on the right side of the &quot;pinger&quot; capsule part.
+
 
+
[[Image:Papyrus-rt-adjust-pinger-capsule-part-representation.png]]
+
 
+
== Add Ponger to the Top capsule ==
+
 
+
# Repeat the steps you used to add &quot;'''Pinger'''&quot; to the &quot;'''Top'''&quot; capsule, but this time using the &quot;'''Ponger'''&quot; capsule.
+
 
+
[[Image:Papyrus-rt-add-ponger-to-top-capsule.png]]
+
 
+
== Connect the two capsule parts ==
+
 
+
# Select the &quot;'''Connector'''&quot; tool from the '''Palette'''
+
# Draw a connector from one port to the other (it does not matter from which port you start).
+
 
+
[[Image:Papyrus-rt-connect-the-two-capsule-parts.png]]
+
 
+
= Execute the model =
+
 
+
Now that the model is complete, we can execute it.
+
  
== Generate the code ==
+
Now that the "top" capsule is set, you can generate the code from the model.
  
Now that the model is complete, let's generate the code.
+
# Right-click on the model's root element ("'''PingPong'''" at the top of the Model Explorer).
 +
# Select "'''Generate code (incremental)'''"
 +
# Click OK the resulting dialog
  
# Right-click on the model in the Model Explorer and select &quot;'''UML-RT Code Generator'''&quot;
+
[[Image:GSwPRT09GenerateModel.png]]
# Click [OK] on the dialog that shows the results
+
# A CDT project is created and the C++ code is generated within it.
+
  
[[Image:Papyrus-rt-generate-the-code.png]]
+
=== Generated model ===
== Setup the Build environment ==
+
  
In order to be able to compile and link the generated code, the build environment must be set up. The first requirement is regarding the compiler version supported out of the box by the RTS. Within Papyrus for Real Time v0.7.0, the RTS library was pre-built using g++ 4.7.2 (even though the configuration says 4.6.3...), so it is recommended to have that version installed as the default.
+
When generating the model, a CDT project is created to hold the generated code.
  
If you do not have g++ 4.7.2 installed and do not wish to install it, you can follow the instructions at [[Papyrus-RT/User_Guide/Building_the_RTS | Building the RTS]]
+
[[Image:GSwPRT09GeneratedModel.png]]
  
== Compile the model ==
+
=== Compile the model ===
  
 
To compile and run the model, you will need a compatible build environment. At present, we support Linux.
 
To compile and run the model, you will need a compatible build environment. At present, we support Linux.
  
The integration with CDT is not yet complete. To build the system, you will have to go to the command line.
+
<<Workaround>> The integration with CDT is not yet complete. To build the system, you will have to go to the command line.
  
# Open a terminal and go to the folder where the code was generated, in this case, the folder name would be '''/PingPong_CDTProject/src''', replacing &quot;&quot; with the path to your workspace location, e.g., &quot;~/workspaces/GettingStarted&quot;.
+
# Open a terminal and go to the folder where the code was generated, in this case, the folder name would be '''''<workspace>''/PingPong_CDTProject/src''', replacing "''<workspace>''" with the path to your workspace location, e.g., "~/workspaces/GettingStarted".
# If there is no &quot;'''umlrt.rts'''&quot; folder in that location, you will need to create a link using ln -s /plugins/org.eclipse.papyrusrt.rts_/umlrts ./umlrts.rt where:  is the path to the folder where Eclipse is installed, e.g. &quot;~/Apps/Eclipse&quot;  is the latest version of the plugin, e.g., &quot;0.5.0.201506181214&quot;
+
# Type "make" at the command prompt to compile and link the model's generated code.
# Type &quot;make&quot; at the command prompt to compile and link the model's generated code.
+
  
[[Image:Papyrus-rt-compile-the-model.png]]
+
[[Image:GSwPRT09CompileModel.png]]
  
== Run the model's executable ==
+
=== Run the model's executable ===
  
 
You can then run the executable, making sure to kill it soon after it starts, else it'll run forever...
 
You can then run the executable, making sure to kill it soon after it starts, else it'll run forever...
  
# At the command prompt, type &quot;'''./main'''&quot;
+
# At the command prompt, type "'''./TomMain'''"
# Quickly type &quot;Ctrl-c&quot; to kill the execution
+
# Quickly type "Ctrl-c" to kill the execution
  
[[Image:Papyrus-rt-run-the-model-executable.png]]
+
[[Image:GSwPRT09RunModelExecutable.png]]
  
= Congratulations! =
+
== Congratulations! ==
  
 
[[Image:Papyrus-rt-congratulations.png]]
 
[[Image:Papyrus-rt-congratulations.png]]

Revision as of 10:37, 4 April 2017

PapyrusForRealTime-Logo-Icon.png


Getting Started with Papyrus for RealTime v0.9


Introduction

This tutorial will show the creation of a simple model using Papyrus for RealTime version 0.9.0 (based on Eclipse Neon).

As a precondition to going through this tutorial, you must have Papyrus for Real Time installed and the tool open. Please see https://wiki.eclipse.org/Papyrus-RT/User#Installation** for information on installing Papyrus for Real Time.**

Note: The instructions in this tutorial are illustrated using Linux. Steps and images may differ slightly if the installation is done on a different operating system (both Windows and Mac OS are supported for developing models). Some of these differences have been indicated when known, but some may also be missing.

This exercise will show the creation of a project and model and how UML-RT concepts can be used to easily create the application's structure and behavior.

At its base, a UML-RT model consists of capsules (UML active classes with composite structure) that communicate through ports defined by protocols (collaboration specifications) These protocols specify the messages (signals) that can be exchanged between capsules, as well as their payloads. Hierarchical state machines are used to represent the behavior of capsules, where transitions between states are triggered by messages received on the capsule's ports.

If you are not familiar with UML-RT and want to know a bit more, you should take a look at the Papyrus Overview page (note that the Papyrus-RT-specific visual elements are not shown on that page, but the concepts stand).

The model that will be created as part of this tutorial is a simple "PingPong" model. In this model, implemented using UML-RT, two players will be playing an eternal game of ping pong.

It is a very simple model that will show how a UML-RT model is constructed. Each player will be portrayed using UML-RT capsules and a UML-RT protocol will be used to define how the ball is exchanged between players through ports on each player capsule.

Create a Papyrus for Real Time Project containing a UML-RT model.

Papyrus for Real Time is a Domain-Specific Modeling Language (DSML) tool based on Papyrus. We will use the Papyrus Project creation wizard to create a project configured for Papyrus for Real Time.

Workspace

After starting Papyrus-RT and dismissing the welcome screen, you are presented with the Papyrus-RT workspace

GSwPRT09Workspace.png

Select File -> New -> Papyrus Project

GSwPRT09NewPapyrusProject.png

Selecting the language to be used for the model

In the resulting dialog:

  1. Select UML-RT as the language for the model that will be created by clicking on the radio button next to the UML-RT icon
  2. Click on [Next].

GSwPRT09SelectModelLanguage.png

Define the project

You can now define the project's name and its location, as well as the name of the model file that will be created.

  1. Enter the name for the project. This project can hold multiple artefacts and will contain a Papyrus model by default. For this tutorial, we will use the name "PingPong".
  2. By default, the project will be created in the current workspace. You can, however, select an alternative location if, for example, you wish to store your project under source control.
  3. Enter "PingPong" as the model file name.
  4. Click on [Next]

GSwPRT09DefineProject.png

Provide model initialization information

There is more information that can be provided to create a useful model.

  1. The "Root model element" is a representation of the model itself. For this tutorial, and for consistency, we will name it "PingPong".
  2. The wizard let's you select a template of the model you are creating, select "UML-RT for C++"
  3. There is no more information to add on this dialog as they are already set in the wizard. Click [Finish] to create the project and contained model.

Note that there are three template that you can select in the v0.9 version of Papyrus-RT:

  1. UML-RT for Structural Modeling: only provides support for capsule, ports, and protocol. Capsule state machines are not created by default.
  2. UML-RT basic: provides all UML-RT capabilities, including automatic creation of state machines to express the behaviour of capsules. However, no target language is set for code generation
  3. UML-RT for C++: provides all the capabilities to create UML-RT models that can generate C++ code.

Note that these templates build on top of each other, so even if you select one of the first two template, you can still add the profiles and libraries to get to the "UML-RT for C++" configuration

GSwPRT09ModelInit.png

Project and Model Created

You now have an empty model ready to be populated!

GSwPRT09ProjectModelCreated.png

Our project: PingPong

For this tutorial, we will be creating a simple model of a ping pong game, with two players.

The system will consist of two capsules ("active classes) that will communicate to show whose turn it is to hit the ball. Because the system is run by computer, no errors will be made playing, so you will have to kill the executable when testing, else it will run forever...

So let's get started!

Create a protocol

Let's start by determining how the PingPong ball will go from one player to the other. To do this, we can think of the ping pong ball as a message to the other player to which they need to reply (hit the ball back). In UML-RT, the structure that governs the messages that can be exchanged between entities (players in this case) is a protocol.

Protocols define protocol messages that define how messages can be sent and received between model elements (called "Capsules" in UML-RT - more on that later). These protocol messages can be incoming, outgoing, or symmetrical (i.e., both ingoing and outgoing).

In the case of protocols that are not purely symmetric, i.e., that have either or both incoming and outgoing messages, there is also a need for the concept of conjugation, i.e., of reversing the role of the protocol, a concept that will be addressed further when used later in this tutorial.

In the case of this Getting Started tutorial, we could create a symmetric protocol where there would be a single symmetrical protocol message called, for example, "ball". However, to better explore the concept of protocols, we will define our "PingPong" protocol to have one outgoing protocol message called "ping" and one incoming protocol message called "pong".

Create the protocol

The first step is to create the protocol itself.

  1. Right-click on the "PingPong" model in the Model Explorer and select "New UML-RT Child > Protocol"
  2. The name of the protocol is highlighted, name the protocol "PingPongProtocol" and hit return.

You can also see the protocol and its messages in the Properties view.

You now have a "protocol" in the Model Explorer.

GSwPRT09CreateProtocol 1.png GSwPRT09CreateProtocol 2.png

Add protocol messages to the protocol

As mentioned previously, a protocol may contain many different "protocol messages" that specify "operations" and their associated data.

Our protocol will "ping" its opponent and, in return, will respond to a "pong". This tells us that there will be a "ping" outgoing protocol message and a "pong" incoming protocol message.

Tip: Protocols should be defined from the client's perspective. In practice, this means that the provider of the service defined by the protocol will have their ports conjugated and the client's ports will by un-conjugated. This makes sense as there will typically be more clients than service providers, so adopting this best practice will reduce the number of ports that need to be conjugated.

In the case of this model, it does not matter as there is no distinct service provider or client. After all, in a game of ping pong, both sides "serve"! For this tutorial, we will consider that the player that starts the game will be sending the "ping" and will therefore be the "server" / "Service Provider."

  1. Right-click on the protocol
  2. Select to create a "New UML-RT Child > InProtocolMessage".
  3. The protocol message is created and its name is ready to be edited in the model explorer in the model explorer .
  4. Rename the protocol message to "ping" (remember, as the server, the port will be conjugated, so it will have to be the opposite of the action we expect, so incoming).

GSwPRT09AddProtocolMessages.png

Add the "pong" Protocol Message

To create the "pong" message, use the same process as for the creation of the "ping" protocol message, above, except that you will instead create a "ProtocolMessageOut" and name the protocol message "pong"

  1. Right-click on the PingPong protocol and select "New UML-RT Child > OutProtocolMessage"
  2. Rename the resulting protocol message to "pong"
  3. You now have a "pong" protocol message in addition to "ping".

GSwPRT09AddPongProtocolMessage.png

The "PingPong" protocol is now complete

The protocol and its protocol messages can now be seen in both the Model Explorer and the Properties view.

GSwPRT09PingPongProtocolComplete.png

Defining the Tutorial's "PingPong" System's Structure

Now that we have a protocol, we can move on to creating the structure of the "PingPong System."

We will need to create three capsules for this tutorial model:

  • Two capsules that will be representing the two players: "Pinger" ("player 1")** and "Ponger"** (player 2). We will be creating two capsules to highlight some aspects of the communication mechanisms, especially related to how ports are used with asymmetric protocols. If we had a symmetric protocol, we could simply use two instances of the same capsule, but that would be a less interesting model for a tutorial. Also note that, in this example, the two capsules will be slightly different as one has the added responsibility to start the game
  • A top capsule representing the complete system ("Top") In UML-RT, the building blocks are capsules and there is always a top capsule that represents the system to be built. The complete set of capsules that are required to implement the system's functionality are then included by the containment hierarchy from this top capsule.

Create the Pinger capsule

This capsule will represent the starting player in the game. As such, it will be responsible for sending the first "ball" (message). It will also have to react when receiving the ball from the other player.

Create the Pinger ("player 1") capsule

Let's start by creating the Pinger capsule.

  1. Right-click on the PingPong model in the Model Explorer and select "New UML-RT Child > Capsule"
  2. After the capsule is created, it's name is selected for edition, name it "Pinger"

PRT09-10-CreatePingerCapsule.png

Look at the Pinger capsule and open it's diagram

Now that we have a capsule, let's have a look at what it contains and at its diagram.

  1. Expand the Pinger capsule in the model explorer by clicking on the triangle at the beginning of its Model Explorer entry. You will notice that there is already a contained element: Pinger's diagram link. In Papyrus-RT, every capsule has a capsule diagram, this link is a quick way to open it
  2. That diagram link is also accessible from the "Editor" under the View heading.

GSwPRT09OpenPingerCapsuleDiagram.png

Open Pinger's capsule diagram

To do this, simply double-click on either of the diagram described in the previous step (or single-click on the blue textual link in the editor view list)

One open, you will see:

  1. The representation of the Pinger capsule. It does not contain much right now, but we will work on that in this tutorial.
  2. A editor tab is added at the bottom of the editor. This is useful when you have multiple diagram open so you can easily navigate between them
  3. A tool palette providing you with the various tools that are relevant when working on a diagram in the context of the capsule's structure (in this case).

PRT09-10PingerCapsuleDiagram.png

Add an external port to Pinger

In order to be able to communicate, Pinger will need an external port through which it can send messages to other capsules. Let's add this port now.

  1. Click on "Port" in the tool palette.
  2. Click on the right border of the Pinger capsule.
  3. In the resulting dialog, select "Port with Existing Protocol"
  4. In the resulting dialog, expand the "PingPong" model entry and** select the PingPong** protocol that was created earlier.
  5. Name the resulting port "pingPort"
  6. Since we have decided that Ping would be the "server" capsule, we also have to change the conjugation of its port. To do so, look in the Properties view just below the Editor, and make sure that the "UML-RT" tab is selected
  7. Click on the box to the left of "Is conjugated".
  8. When the port is conjugated, you will notice that its graphical element will change from being all black to getting a white fill, graphically showing the conjugation state.

GSwPRT09AddPingerExternalPort1.png GSwPRT09AddPingerExternalPort2.png GSwPRT09AddPingerExternalPort3.png GSwPRT09AddPingerExternalPort4.png GSwPRT09AddPingerExternalPort5.png

Add a log port

If we want to make sure that the model actually runs correctly, we will need to get some information displayed. The Papyrus-RT runtime provides a logging mechanism to allow the model to print out information. In the current version, it only does this to stdout, but this capability is extensible to use other output targets.

So all that is needed to be able to log event to the screen is to add a log port to the capsule.

  1. Select the Port tool and create a port in the middle of the capsule
  2. In the resulting dialog, select the "Log" entry
  3. Leave the name as is. You have now create a log port through which you can print messages. We will see how to use it when we add the behaviour to the capsule.

PRT009-10AddLogPort.png

Create Pinger's state machine

As mentioned, the behaviour of a capsule is represented by a state machine, but one is not provided by default as some capsules may not need to have behaviour.Examples of capsules not needing behaviour are for container capsules, such as "Top", and some patterns, such as dynamic forwarding.

  1. Right-click on the Pinger capsule in the Model Explorer and select "New UML-RT Child > StateMachine" to create the state machine.
  2. The state machine is created and its diagram is available from the Editor's View list.

PRT09-10CreatePingerStateMachine.png

Add the Pinger StateMachine behaviour

  1. Now that we have a state machine, let's add the behaviour to it: open the Pinger::StateMachine. You will notice that we already provide you with the initial pseudostate and a state ("State1") to get you started
  2. Move these two initial elements to better positions, as shown and rename "State1" to "Playing" (hint: use the Properties tab)
  3. We will also add a transition that will be taken when the other player returns the ball. Using the transition tool draw a transition from the "Playing" state to itself.

GSwPRT09AddPingerStateMachineBehaviour 1.png GSwPRT09AddPingerStateMachineBehaviour 2.png

Add initial transition action

All that is now left is to add some triggers (which allow for transitions to be taken as a response to a message) and code block (remember, we are using C++ as the "Action Language".

Let's start with the Initial Transition. Note that the initial transition is always taken once, when the capsule is instantiated, so it does not need an trigger.

  1. Click ont the Initial transition and then open the Code Snippet View" in the Properties View area. Make sure that the "Effect" tab is selected at the bottom of the view.
  2. In the code snippet view, add the following code:

// Start the game by sending a "ping" to the other player

log.log("Starting game");

if ( pingPort.ping().send() ) {

log.log( "ping sent!");

} else {

log.log( "Error sending Ping!");

}

GSwPRT09AddInitialTransitionAction.png

Edit the trigger and code for self transition

  1. Select the transition in the diagram and switch to the Properties view.

PRT09-10EditSelfTransitionTriggerAndCode.png

Add the transition trigger

  1. Click on the [+] button in the Trigger section to create a new trigger.
  2. From the resulting dialog, select the pingPort.
  3. From the list of protocol messages, select the pong protocol message.
  4. Click OK to set the trigger.
  5. You now have a trigger defined for this transition. When the model runs, any message received while in the Playing state will result in this transition being taken.
  6. Notice that the transition name has be set to the name of the protocol message selected, providing a clue on the diagram as to when the transition is triggered.

PRT09-10AddTransitionTrigger.png

Add code for the transition

The only thing left to do for this transition is to add its code. The basic steps are the same as those taken previously to add the code for the initial transition

  1. Click on the transition and the Code Snippet View to bring up the C++ editor for the transition. Make sure that the "Effect" tab is selected at the bottom of the view.
  2. Type in the following code (you will notice that it is very similar to that of the initial transition):

// Reply to a pong message by sending a ping.

log.log("Pong received!");

if ( pingPort.ping().send() ) {

log.log( "ping sent!");

} else {

log.log( "Error sending Ping!");

}

PRT09-10AddTransitionCode.png

You are now done with the creation of the Pinger capsule!

Create the "Ponger" capsule

To create the "Ponger" capsule, simply follow the same steps as when Pinger was created, with the following differnces:

  • The capsule will be named "Ponger" instead of "Pinger"
  • The port is named "pong" and is not conjugated.
  • You should place the port on the left edge of the capsule, instead of the right. This will allow us to put both capsules side by side so that their ports will be easy to connect.
  • The capsule's state machine will be different as it does not need to start the game and it will not return the fifth ball in order to stop the game.

Create the "Ponger" capsule's structure

Create the Ponger capsule's structure using the same instructions as for the Pinger capsule structure, but with the following changes:

  • The capsule is named "Ponger"
  • The external port is named "pongPort"
  • The external port is not conjugated.
  • The external port is placed on the left edge of the capsule, instead of the right. This will make it easier for us to connect the capsules when we put both side by side.
  • The log port is created in the same way

The result should be as shown below.

PRT09-10CreatePongerCapsuleStructure.png

Create the Ponger Capsule's statemachine

Create the Ponger capsule's statemachine using the same instructions as for the Pinger capsule structure, but with the following changes:

  • The intial transition code will simply log that Ponger is ready to play:

log.log("Ponger is ready");

  • The self-transition's trigger will be on PongPort's ping protocol message.
  • The self-transition's code will simply send a pong for every Ping received.

The result should be as shown below.

GSwPRT09CreatePongerStateMachine.png

Create the "Top" system capsule

Although it is possible to generate the various capsules on their own, the interactions between them would not happen until their ports are interconnected.

To do this, we create a "Top" capsule that will contain instances of the capsules that we can then connect. Once this is done, we can generate the code for that "Top" capsule and execute it.

Note that, although it is not a requirement, the "Top" capsule we will create in here will be only structural, it will not, by itself, implement behaviour, other than that of its contained capsule parts.

Create the "Top" capsule

  1. Create a new capsule in the model and name it "Top".
  2. Open Top's capsule diagram.
  3. From the model explorer, drag and drop a Pinger capsule into Top's compartment, on the left side.
  4. From the model explorer, drag and drop a Ponger capsule into Top's compartment, on the right side. Aim to have their ports vertically aligned.
  5. Use the Connector tool from the palette to draw a connector between each capsule part's ports.
  6. That's it! You have created the Top capsule with two capsule parts that can nos communicate with each other!

PRT09-10CreateTopCapsule.png

Execute the model

Now that the model is complete, we can execute it.

Set the top capsule

First, we need to identify which capsule to use as the "top" capsule. This is typically something that is done only once.

  1. Right-click on the "Top" capsule in the Model Explorer to bring up the context menu
  2. Select "Set as default top capsule"
  3. Click [OK] on the dialog that shows the results.
  4. A CDT project is created in the Project Explorer and the C++ code is generated within it.

GSwPRT09SetTopCapsule.png

Generate the model

Now that the "top" capsule is set, you can generate the code from the model.

  1. Right-click on the model's root element ("PingPong" at the top of the Model Explorer).
  2. Select "Generate code (incremental)"
  3. Click OK the resulting dialog

GSwPRT09GenerateModel.png

Generated model

When generating the model, a CDT project is created to hold the generated code.

PRT09-10GeneratedModel.png

Compile the model

To compile and run the model, you will need a compatible build environment. At present, we support Linux.

<<Workaround>> The integration with CDT is not yet complete. To build the system, you will have to go to the command line.

  1. Open a terminal and go to the folder where the code was generated, in this case, the folder name would be <workspace>/PingPong_CDTProject/src, replacing "<workspace>" with the path to your workspace location, e.g., "~/workspaces/GettingStarted".
  2. Type "make" at the command prompt to compile and link the model's generated code.

GSwPRT09CompileModel.png

Run the model's executable

You can then run the executable, making sure to kill it soon after it starts, else it'll run forever...

  1. At the command prompt, type "./TomMain"
  2. Quickly type "Ctrl-c" to kill the execution

GSwPRT09RunModelExecutable.png

Congratulations!

Papyrus-rt-congratulations.png

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