A C++11 implementation of the Behaviour Tree data structure/design pattern
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Updated
Nov 17, 2022 - C++
A C++11 implementation of the Behaviour Tree data structure/design pattern
This repository is going to be the practical sample collection of P#.
A small (experimental & toy) library that utilizes the idea of state-charts and state machines to manage web app behavior enabling predictable & responsive UIs by executing state transition graphs
My master thesis about time-travelling state machines for verifiable BPM.
A Zig implementation of Quantum Leaps' QP (Quantum Platform) Real-Time Embedded Frameworks (RTEFs).
A Rust implementation of Quantum Leaps' QP (Quantum Platform) Real-Time Embedded Frameworks (RTEFs).
An example HSM implemented using Quantum Leaps' QP/C++ (qpcpp) framework.
file system events
Module to make the creation of AWS state machines with terraform easier
An example HSM implemented using Quantum Leaps' QP/C (qpc) framework.
An experiment in declaratively programming parallel pipelines of state machines.
This is an infrastructure to construct distributed application under the control of P#.
A modeling and code generation framework for dynamic systems
Labs for the Advanced Algorithms course
Here is my sample project which demonstrate using State Machine Pattern to control GameLoop.
Event driven state machines in Nim for Linux
My Freshman & Junior year CS223, digital design, labs
Use of State Machines to create a "World" with factions of Tanks with some degree of intelligence.
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