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-/****************************************************************************
-**
-** Copyright (C) 2016 The Qt Company Ltd.
-** Contact: https://www.qt.io/licensing/
-**
-** This file is part of the documentation of the Qt Toolkit.
-**
-** $QT_BEGIN_LICENSE:FDL$
-** Commercial License Usage
-** Licensees holding valid commercial Qt licenses may use this file in
-** accordance with the commercial license agreement provided with the
-** Software or, alternatively, in accordance with the terms contained in
-** a written agreement between you and The Qt Company. For licensing terms
-** and conditions see https://www.qt.io/terms-conditions. For further
-** information use the contact form at https://www.qt.io/contact-us.
-**
-** GNU Free Documentation License Usage
-** Alternatively, this file may be used under the terms of the GNU Free
-** Documentation License version 1.3 as published by the Free Software
-** Foundation and appearing in the file included in the packaging of
-** this file. Please review the following information to ensure
-** the GNU Free Documentation License version 1.3 requirements
-** will be met: https://www.gnu.org/licenses/fdl-1.3.html.
-** $QT_END_LICENSE$
-**
-****************************************************************************/
-
-/*!
- \example statemachine/pingpong
- \title Ping Pong States Example
-
- \brief The Ping Pong States example shows how to use parallel states together
- with custom events and transitions in \l{The State Machine Framework}.
-
- This example implements a statechart where two states communicate by
- posting events to the state machine. The state chart looks as follows:
-
- \image pingpong-example.png
- \omit
- \caption This is a caption
- \endomit
-
- The \c pinger and \c ponger states are parallel states, i.e. they are
- entered simultaneously and will take transitions independently of
- eachother.
-
- The \c pinger state will post the first \c ping event upon entry; the \c
- ponger state will respond by posting a \c pong event; this will cause the
- \c pinger state to post a new \c ping event; and so on.
-
- \snippet statemachine/pingpong/main.cpp 0
-
- Two custom events are defined, \c PingEvent and \c PongEvent.
-
- \snippet statemachine/pingpong/main.cpp 1
-
- The \c Pinger class defines a state that posts a \c PingEvent to the state
- machine when the state is entered.
-
- \snippet statemachine/pingpong/main.cpp 2
-
- The \c PingTransition class defines a transition that is triggered by
- events of type \c PingEvent, and that posts a \c PongEvent (with a delay
- of 500 milliseconds) to the state machine when the transition is
- triggered.
-
- \snippet statemachine/pingpong/main.cpp 3
-
- The \c PongTransition class defines a transition that is triggered by
- events of type \c PongEvent, and that posts a \c PingEvent (with a delay
- of 500 milliseconds) to the state machine when the transition is
- triggered.
-
- \snippet statemachine/pingpong/main.cpp 4
-
- The main() function begins by creating a state machine and a parallel
- state group.
-
- \snippet statemachine/pingpong/main.cpp 5
-
- Next, the \c pinger and \c ponger states are created, with the parallel
- state group as their parent state. Note that the transitions are \e
- targetless. When such a transition is triggered, the source state won't be
- exited and re-entered; only the transition's onTransition() function will
- be called, and the state machine's configuration will remain the same,
- which is precisely what we want in this case.
-
- \snippet statemachine/pingpong/main.cpp 6
-
- Finally, the group is added to the state machine, the machine is started,
- and the application event loop is entered.
-
- */