gdcm::network::ULAction Class Referenceabstract

ULAction. More...

`#include <gdcmULAction.h>`

Inheritance diagram for gdcm::network::ULAction:
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## Public Member Functions

| ULAction ()=default
| ULAction (const ULAction &inAction)=delete
virtual | ~ULAction ()=default
void | operator= (const ULAction &)=delete
virtual EStateID | PerformAction (Subject *s, ULEvent &inEvent, ULConnection &inConnection, bool &outWaitingForEvent, EEventID &outRaisedEvent)=0

## Detailed Description

ULAction.

A ULConnection in a given ULState can perform certain ULActions. This base class provides the interface for running those ULActions on a given ULConnection.

Essentially, the ULConnectionManager will take this object, determined from the current ULState of the ULConnection, and pass the ULConnection object to the ULAction. The ULAction will then invoke whatever necessary commands are required by a given action.

The result of a ULAction is a ULEvent (ie, what happened as a result of the action).

This ULEvent is passed to the ULState, so that the transition to the next state can occur.

Actions are associated with Payloads – be those filestreams, AETitles to establish connections, whatever. The actual parameters that the user will pass via an action will come through a Payload object, which should, in itself, be some gdcm-based object (but not all objects can be payloads; sending a single dataelement as a payload isn't meaningful). As such, each action has its own particular payload.

For the sake of keeping files together, both the particular payload class and the action class will be defined in the same header file. Payloads should JUST be data (or streams), NO METHODS.

Some actions perform changes that should raise events on the local system, and some actions perform changes that will require waiting for events from the remote system.

Therefore, this base action has been modified so that those events are set by each action. When the event loop runs an action, it will then test to see if a local event was raised by the action, and if so, perform the appropriate subsequent action. If the action requires waiting for a response from the remote system, then the event loop will sit there (presumably with the ARTIM timer running) and wait for a response from the remote system. Once a response is obtained, then the the rest of the state transitions can happen.

## Constructor & Destructor Documentation

## ULAction() [1/2]

gdcm::network::ULAction::ULAction | ( |  | ) |

default

Referenced by ULAction(), and operator=().

## ~ULAction()

virtual gdcm::network::ULAction::~ULAction | ( |  | ) |

virtual default

## ULAction() [2/2]

gdcm::network::ULAction::ULAction | ( | const ULAction & | inAction | ) |

delete

References ULAction().

## Member Function Documentation

## operator=()

void gdcm::network::ULAction::operator= | ( | const ULAction & |  | ) |

delete

References ULAction().

## PerformAction()

virtual EStateID gdcm::network::ULAction::PerformAction | ( | Subject * | s,
|  | ULEvent & | inEvent,
|  | ULConnection & | inConnection,
|  | bool & | outWaitingForEvent,
|  | EEventID & | outRaisedEvent )

pure virtual

Implemented in gdcm::network::ULActionAA1, gdcm::network::ULActionAA2, gdcm::network::ULActionAA3, gdcm::network::ULActionAA4, gdcm::network::ULActionAA5, gdcm::network::ULActionAA6, gdcm::network::ULActionAA7, gdcm::network::ULActionAA8, gdcm::network::ULActionAE1, gdcm::network::ULActionAE2, gdcm::network::ULActionAE3, gdcm::network::ULActionAE4, gdcm::network::ULActionAE5, gdcm::network::ULActionAE6, gdcm::network::ULActionAE7, gdcm::network::ULActionAE8, gdcm::network::ULActionAR10, gdcm::network::ULActionAR1, gdcm::network::ULActionAR2, gdcm::network::ULActionAR3, gdcm::network::ULActionAR4, gdcm::network::ULActionAR5, gdcm::network::ULActionAR6, gdcm::network::ULActionAR7, gdcm::network::ULActionAR8, gdcm::network::ULActionAR9, gdcm::network::ULActionDT1, and gdcm::network::ULActionDT2.

The documentation for this class was generated from the following file:

- gdcmULAction.h