Stateless.xml

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<?xml version="1.0"?>
<doc>
    <assembly>
        <name>Stateless</name>
    </assembly>
    <members>
        <member name="T:Stateless.StateMachine`2">
            <summary>
            Models behaviour as transitions between a finite set of states.
            </summary>
            <typeparam name="TState">The type used to represent the states.</typeparam>
            <typeparam name="TTrigger">The type used to represent the triggers that cause state transitions.</typeparam>
        </member>
        <member name="T:Stateless.StateMachine`2.StateConfiguration">
            <summary>
            The configuration for a single state value.
            </summary>
        </member>
        <member name="P:Stateless.StateMachine`2.StateConfiguration.State">
            <summary>
            The state that is configured with this configuration.
            </summary>
        </member>
        <member name="P:Stateless.StateMachine`2.StateConfiguration.Machine">
            <summary>
            The machine that is configured with this configuration.
            </summary>
        </member>
        <member name="M:Stateless.StateMachine`2.StateConfiguration.Permit(`1,`0)">
            <summary>
            Accept the specified trigger and transition to the destination state.
            </summary>
            <param name="trigger">The accepted trigger.</param>
            <param name="destinationState">The state that the trigger will cause a
            transition to.</param>
            <returns>The reciever.</returns>
        </member>
        <member name="M:Stateless.StateMachine`2.StateConfiguration.PermitIf(`1,`0,System.Func{System.Boolean},System.String)">
            <summary>
            Accept the specified trigger and transition to the destination state.
            </summary>
            <param name="trigger">The accepted trigger.</param>
            <param name="destinationState">The state that the trigger will cause a
            transition to.</param>
            <param name="guard">Function that must return true in order for the
            trigger to be accepted.</param>
            <param name="guardDescription">Guard description</param>
            <returns>The reciever.</returns>
        </member>
        <member name="M:Stateless.StateMachine`2.StateConfiguration.PermitReentry(`1)">
            <summary>
            Accept the specified trigger, execute exit actions and re-execute entry actions.
            Reentry behaves as though the configured state transitions to an identical sibling state.
            </summary>
            <param name="trigger">The accepted trigger.</param>
            <returns>The reciever.</returns>
            <remarks>
            Applies to the current state only. Will not re-execute superstate actions, or
            cause actions to execute transitioning between super- and sub-states.
            </remarks>
        </member>
        <member name="M:Stateless.StateMachine`2.StateConfiguration.PermitReentryIf(`1,System.Func{System.Boolean},System.String)">
            <summary>
            Accept the specified trigger, execute exit actions and re-execute entry actions.
            Reentry behaves as though the configured state transitions to an identical sibling state.
            </summary>
            <param name="trigger">The accepted trigger.</param>
            <param name="guard">Function that must return true in order for the
            trigger to be accepted.</param>
            <param name="guardDescription">Guard description</param>
            <returns>The reciever.</returns>
            <remarks>
            Applies to the current state only. Will not re-execute superstate actions, or
            cause actions to execute transitioning between super- and sub-states.
            </remarks>
        </member>
        <member name="M:Stateless.StateMachine`2.StateConfiguration.Ignore(`1)">
            <summary>
            Ignore the specified trigger when in the configured state.
            </summary>
            <param name="trigger">The trigger to ignore.</param>
            <returns>The receiver.</returns>
        </member>
        <member name="M:Stateless.StateMachine`2.StateConfiguration.IgnoreIf(`1,System.Func{System.Boolean},System.String)">
            <summary>
            Ignore the specified trigger when in the configured state, if the guard
            returns true..
            </summary>
            <param name="trigger">The trigger to ignore.</param>
            <param name="guardDescription">Guard description</param>
            <param name="guard">Function that must return true in order for the
            trigger to be ignored.</param>
            <returns>The receiver.</returns>
        </member>
        <member name="M:Stateless.StateMachine`2.StateConfiguration.OnEntry(System.Action,System.String)">
            <summary>
            Specify an action that will execute when transitioning into
            the configured state.
            </summary>
            <param name="entryAction">Action to execute.</param>
            <param name="entryActionDescription">Action description.</param>
            <returns>The receiver.</returns>
        </member>
        <member name="M:Stateless.StateMachine`2.StateConfiguration.OnEntry(System.Action{Stateless.StateMachine{`0,`1}.Transition},System.String)">
            <summary>
            Specify an action that will execute when transitioning into
            the configured state.
            </summary>
            <param name="entryAction">Action to execute, providing details of the transition.</param>
            <param name="entryActionDescription">Action description.</param>
            <returns>The receiver.</returns>
        </member>
        <member name="M:Stateless.StateMachine`2.StateConfiguration.OnEntryFrom(`1,System.Action,System.String)">
            <summary>
            Specify an action that will execute when transitioning into
            the configured state.
            </summary>
            <param name="entryAction">Action to execute.</param>
            <param name="trigger">The trigger by which the state must be entered in order for the action to execute.</param>
            <param name="entryActionDescription">Action description.</param>
            <returns>The receiver.</returns>
        </member>
        <member name="M:Stateless.StateMachine`2.StateConfiguration.OnEntryFrom(`1,System.Action{Stateless.StateMachine{`0,`1}.Transition},System.String)">
            <summary>
            Specify an action that will execute when transitioning into
            the configured state.
            </summary>
            <param name="entryAction">Action to execute, providing details of the transition.</param>
            <param name="trigger">The trigger by which the state must be entered in order for the action to execute.</param>
            <param name="entryActionDescription">Action description.</param>
            <returns>The receiver.</returns>
        </member>
        <member name="M:Stateless.StateMachine`2.StateConfiguration.OnEntryFrom``1(Stateless.StateMachine{`0,`1}.TriggerWithParameters{``0},System.Action{``0},System.String)">
            <summary>
            Specify an action that will execute when transitioning into
            the configured state.
            </summary>
            <typeparam name="TArg0">Type of the first trigger argument.</typeparam>
            <param name="entryAction">Action to execute, providing details of the transition.</param>
            <param name="trigger">The trigger by which the state must be entered in order for the action to execute.</param>
            <param name="entryActionDescription">Action description.</param>
            <returns>The receiver.</returns>
        </member>
        <member name="M:Stateless.StateMachine`2.StateConfiguration.OnEntryFrom``1(Stateless.StateMachine{`0,`1}.TriggerWithParameters{``0},System.Action{``0,Stateless.StateMachine{`0,`1}.Transition},System.String)">
            <summary>
            Specify an action that will execute when transitioning into
            the configured state.
            </summary>
            <typeparam name="TArg0">Type of the first trigger argument.</typeparam>
            <param name="entryAction">Action to execute, providing details of the transition.</param>
            <param name="trigger">The trigger by which the state must be entered in order for the action to execute.</param>
            <param name="entryActionDescription">Action description.</param>
            <returns>The receiver.</returns>
        </member>
        <member name="M:Stateless.StateMachine`2.StateConfiguration.OnEntryFrom``2(Stateless.StateMachine{`0,`1}.TriggerWithParameters{``0,``1},System.Action{``0,``1},System.String)">
            <summary>
            Specify an action that will execute when transitioning into
            the configured state.
            </summary>
            <typeparam name="TArg0">Type of the first trigger argument.</typeparam>
            <typeparam name="TArg1">Type of the second trigger argument.</typeparam>
            <param name="entryAction">Action to execute, providing details of the transition.</param>
            <param name="trigger">The trigger by which the state must be entered in order for the action to execute.</param>
            <param name="entryActionDescription">Action description.</param>
            <returns>The receiver.</returns>
        </member>
        <member name="M:Stateless.StateMachine`2.StateConfiguration.OnEntryFrom``2(Stateless.StateMachine{`0,`1}.TriggerWithParameters{``0,``1},System.Action{``0,``1,Stateless.StateMachine{`0,`1}.Transition},System.String)">
            <summary>
            Specify an action that will execute when transitioning into
            the configured state.
            </summary>
            <typeparam name="TArg0">Type of the first trigger argument.</typeparam>
            <typeparam name="TArg1">Type of the second trigger argument.</typeparam>
            <param name="entryAction">Action to execute, providing details of the transition.</param>
            <param name="trigger">The trigger by which the state must be entered in order for the action to execute.</param>
            <param name="entryActionDescription">Action description.</param>
            <returns>The receiver.</returns>
        </member>
        <member name="M:Stateless.StateMachine`2.StateConfiguration.OnEntryFrom``3(Stateless.StateMachine{`0,`1}.TriggerWithParameters{``0,``1,``2},System.Action{``0,``1,``2},System.String)">
            <summary>
            Specify an action that will execute when transitioning into
            the configured state.
            </summary>
            <typeparam name="TArg0">Type of the first trigger argument.</typeparam>
            <typeparam name="TArg1">Type of the second trigger argument.</typeparam>
            <typeparam name="TArg2">Type of the third trigger argument.</typeparam>
            <param name="entryAction">Action to execute, providing details of the transition.</param>
            <param name="trigger">The trigger by which the state must be entered in order for the action to execute.</param>
            <param name="entryActionDescription">Action description.</param>
            <returns>The receiver.</returns>
        </member>
        <member name="M:Stateless.StateMachine`2.StateConfiguration.OnEntryFrom``3(Stateless.StateMachine{`0,`1}.TriggerWithParameters{``0,``1,``2},System.Action{``0,``1,``2,Stateless.StateMachine{`0,`1}.Transition},System.String)">
            <summary>
            Specify an action that will execute when transitioning into
            the configured state.
            </summary>
            <typeparam name="TArg0">Type of the first trigger argument.</typeparam>
            <typeparam name="TArg1">Type of the second trigger argument.</typeparam>
            <typeparam name="TArg2">Type of the third trigger argument.</typeparam>
            <param name="entryAction">Action to execute, providing details of the transition.</param>
            <param name="trigger">The trigger by which the state must be entered in order for the action to execute.</param>
            <param name="entryActionDescription">Action description.</param>
            <returns>The receiver.</returns>
        </member>
        <member name="M:Stateless.StateMachine`2.StateConfiguration.OnExit(System.Action,System.String)">
            <summary>
            Specify an action that will execute when transitioning from
            the configured state.
            </summary>
            <param name="exitAction">Action to execute.</param>
            <param name="exitActionDescription">Action description.</param>
            <returns>The receiver.</returns>
        </member>
        <member name="M:Stateless.StateMachine`2.StateConfiguration.OnExit(System.Action{Stateless.StateMachine{`0,`1}.Transition},System.String)">
            <summary>
            Specify an action that will execute when transitioning from
            the configured state.
            </summary>
            <param name="exitAction">Action to execute, providing details of the transition.</param>
            <param name="exitActionDescription">Action description.</param>
            <returns>The receiver.</returns>
        </member>
        <member name="M:Stateless.StateMachine`2.StateConfiguration.SubstateOf(`0)">
            <summary>
            Sets the superstate that the configured state is a substate of.
            </summary>
            <remarks>
            Substates inherit the allowed transitions of their superstate.
            When entering directly into a substate from outside of the superstate,
            entry actions for the superstate are executed.
            Likewise when leaving from the substate to outside the supserstate,
            exit actions for the superstate will execute.
            </remarks>
            <param name="superstate">The superstate.</param>
            <returns>The receiver.</returns>
        </member>
        <member name="M:Stateless.StateMachine`2.StateConfiguration.PermitDynamic(`1,System.Func{`0})">
            <summary>
            Accept the specified trigger and transition to the destination state, calculated
            dynamically by the supplied function.
            </summary>
            <param name="trigger">The accepted trigger.</param>
            <param name="destinationStateSelector">Function to calculate the state
            that the trigger will cause a transition to.</param>
            <returns>The reciever.</returns>
        </member>
        <member name="M:Stateless.StateMachine`2.StateConfiguration.PermitDynamic``1(Stateless.StateMachine{`0,`1}.TriggerWithParameters{``0},System.Func{``0,`0})">
            <summary>
            Accept the specified trigger and transition to the destination state, calculated
            dynamically by the supplied function.
            </summary>
            <param name="trigger">The accepted trigger.</param>
            <param name="destinationStateSelector">Function to calculate the state
            that the trigger will cause a transition to.</param>
            <returns>The reciever.</returns>
            <typeparam name="TArg0">Type of the first trigger argument.</typeparam>
        </member>
        <member name="M:Stateless.StateMachine`2.StateConfiguration.PermitDynamic``2(Stateless.StateMachine{`0,`1}.TriggerWithParameters{``0,``1},System.Func{``0,``1,`0})">
            <summary>
            Accept the specified trigger and transition to the destination state, calculated
            dynamically by the supplied function.
            </summary>
            <param name="trigger">The accepted trigger.</param>
            <param name="destinationStateSelector">Function to calculate the state
            that the trigger will cause a transition to.</param>
            <returns>The reciever.</returns>
            <typeparam name="TArg0">Type of the first trigger argument.</typeparam>
            <typeparam name="TArg1">Type of the second trigger argument.</typeparam>
        </member>
        <member name="M:Stateless.StateMachine`2.StateConfiguration.PermitDynamic``3(Stateless.StateMachine{`0,`1}.TriggerWithParameters{``0,``1,``2},System.Func{``0,``1,``2,`0})">
            <summary>
            Accept the specified trigger and transition to the destination state, calculated
            dynamically by the supplied function.
            </summary>
            <param name="trigger">The accepted trigger.</param>
            <param name="destinationStateSelector">Function to calculate the state
            that the trigger will cause a transition to.</param>
            <returns>The reciever.</returns>
            <typeparam name="TArg0">Type of the first trigger argument.</typeparam>
            <typeparam name="TArg1">Type of the second trigger argument.</typeparam>
            <typeparam name="TArg2">Type of the third trigger argument.</typeparam>
        </member>
        <member name="M:Stateless.StateMachine`2.StateConfiguration.PermitDynamicIf(`1,System.Func{`0},System.Func{System.Boolean},System.String)">
            <summary>
            Accept the specified trigger and transition to the destination state, calculated
            dynamically by the supplied function.
            </summary>
            <param name="trigger">The accepted trigger.</param>
            <param name="destinationStateSelector">Function to calculate the state
            that the trigger will cause a transition to.</param>
            <param name="guard">Function that must return true in order for the
            trigger to be accepted.</param>
            <param name="guardDescription">Guard description</param>
            <returns>The reciever.</returns>
        </member>
        <member name="M:Stateless.StateMachine`2.StateConfiguration.PermitDynamicIf``1(Stateless.StateMachine{`0,`1}.TriggerWithParameters{``0},System.Func{``0,`0},System.Func{System.Boolean},System.String)">
            <summary>
            Accept the specified trigger and transition to the destination state, calculated
            dynamically by the supplied function.
            </summary>
            <param name="trigger">The accepted trigger.</param>
            <param name="destinationStateSelector">Function to calculate the state
            that the trigger will cause a transition to.</param>
            <param name="guard">Function that must return true in order for the
            trigger to be accepted.</param>
            <param name="guardDescription">Guard description</param>
            <returns>The reciever.</returns>
            <typeparam name="TArg0">Type of the first trigger argument.</typeparam>
        </member>
        <member name="M:Stateless.StateMachine`2.StateConfiguration.PermitDynamicIf``2(Stateless.StateMachine{`0,`1}.TriggerWithParameters{``0,``1},System.Func{``0,``1,`0},System.Func{System.Boolean},System.String)">
            <summary>
            Accept the specified trigger and transition to the destination state, calculated
            dynamically by the supplied function.
            </summary>
            <param name="trigger">The accepted trigger.</param>
            <param name="destinationStateSelector">Function to calculate the state
            that the trigger will cause a transition to.</param>
            <param name="guard">Function that must return true in order for the
            trigger to be accepted.</param>
            <param name="guardDescription">Guard description</param>
            <returns>The reciever.</returns>
            <typeparam name="TArg0">Type of the first trigger argument.</typeparam>
            <typeparam name="TArg1">Type of the second trigger argument.</typeparam>
        </member>
        <member name="M:Stateless.StateMachine`2.StateConfiguration.PermitDynamicIf``3(Stateless.StateMachine{`0,`1}.TriggerWithParameters{``0,``1,``2},System.Func{``0,``1,``2,`0},System.Func{System.Boolean},System.String)">
            <summary>
            Accept the specified trigger and transition to the destination state, calculated
            dynamically by the supplied function.
            </summary>
            <param name="trigger">The accepted trigger.</param>
            <param name="destinationStateSelector">Function to calculate the state
            that the trigger will cause a transition to.</param>
            <returns>The reciever.</returns>
            <param name="guard">Function that must return true in order for the
            trigger to be accepted.</param>
            <param name="guardDescription">Guard description</param>
            <typeparam name="TArg0">Type of the first trigger argument.</typeparam>
            <typeparam name="TArg1">Type of the second trigger argument.</typeparam>
            <typeparam name="TArg2">Type of the third trigger argument.</typeparam>
        </member>
        <member name="M:Stateless.StateMachine`2.#ctor(System.Func{`0},System.Action{`0})">
            <summary>
            Construct a state machine with external state storage.
            </summary>
            <param name="stateAccessor">A function that will be called to read the current state value.</param>
            <param name="stateMutator">An action that will be called to write new state values.</param>
        </member>
        <member name="M:Stateless.StateMachine`2.#ctor(`0)">
            <summary>
            Construct a state machine.
            </summary>
            <param name="initialState">The initial state.</param>
        </member>
        <member name="M:Stateless.StateMachine`2.#ctor">
            <summary>
            Default constuctor
            </summary>
        </member>
        <member name="P:Stateless.StateMachine`2.State">
            <summary>
            The current state.
            </summary>
        </member>
        <member name="P:Stateless.StateMachine`2.PermittedTriggers">
            <summary>
            The currently-permissible trigger values.
            </summary>
        </member>
        <member name="M:Stateless.StateMachine`2.Configure(`0)">
            <summary>
            Begin configuration of the entry/exit actions and allowed transitions
            when the state machine is in a particular state.
            </summary>
            <param name="state">The state to configure.</param>
            <returns>A configuration object through which the state can be configured.</returns>
        </member>
        <member name="M:Stateless.StateMachine`2.Fire(`1)">
            <summary>
            Transition from the current state via the specified trigger.
            The target state is determined by the configuration of the current state.
            Actions associated with leaving the current state and entering the new one
            will be invoked.
            </summary>
            <param name="trigger">The trigger to fire.</param>
            <exception cref="T:System.InvalidOperationException">The current state does
            not allow the trigger to be fired.</exception>
        </member>
        <member name="M:Stateless.StateMachine`2.Fire``1(Stateless.StateMachine{`0,`1}.TriggerWithParameters{``0},``0)">
            <summary>
            Transition from the current state via the specified trigger.
            The target state is determined by the configuration of the current state.
            Actions associated with leaving the current state and entering the new one
            will be invoked.
            </summary>
            <typeparam name="TArg0">Type of the first trigger argument.</typeparam>
            <param name="trigger">The trigger to fire.</param>
            <param name="arg0">The first argument.</param>
            <exception cref="T:System.InvalidOperationException">The current state does
            not allow the trigger to be fired.</exception>
        </member>
        <member name="M:Stateless.StateMachine`2.Fire``2(Stateless.StateMachine{`0,`1}.TriggerWithParameters{``0,``1},``0,``1)">
            <summary>
            Transition from the current state via the specified trigger.
            The target state is determined by the configuration of the current state.
            Actions associated with leaving the current state and entering the new one
            will be invoked.
            </summary>
            <typeparam name="TArg0">Type of the first trigger argument.</typeparam>
            <typeparam name="TArg1">Type of the second trigger argument.</typeparam>
            <param name="arg0">The first argument.</param>
            <param name="arg1">The second argument.</param>
            <param name="trigger">The trigger to fire.</param>
            <exception cref="T:System.InvalidOperationException">The current state does
            not allow the trigger to be fired.</exception>
        </member>
        <member name="M:Stateless.StateMachine`2.Fire``3(Stateless.StateMachine{`0,`1}.TriggerWithParameters{``0,``1,``2},``0,``1,``2)">
            <summary>
            Transition from the current state via the specified trigger.
            The target state is determined by the configuration of the current state.
            Actions associated with leaving the current state and entering the new one
            will be invoked.
            </summary>
            <typeparam name="TArg0">Type of the first trigger argument.</typeparam>
            <typeparam name="TArg1">Type of the second trigger argument.</typeparam>
            <typeparam name="TArg2">Type of the third trigger argument.</typeparam>
            <param name="arg0">The first argument.</param>
            <param name="arg1">The second argument.</param>
            <param name="arg2">The third argument.</param>
            <param name="trigger">The trigger to fire.</param>
            <exception cref="T:System.InvalidOperationException">The current state does
            not allow the trigger to be fired.</exception>
        </member>
        <member name="M:Stateless.StateMachine`2.OnUnhandledTrigger(System.Action{`0,`1})">
            <summary>
            Override the default behaviour of throwing an exception when an unhandled trigger
            is fired.
            </summary>
            <param name="unhandledTriggerAction">An action to call when an unhandled trigger is fired.</param>
        </member>
        <member name="M:Stateless.StateMachine`2.IsInState(`0)">
            <summary>
            Determine if the state machine is in the supplied state.
            </summary>
            <param name="state">The state to test for.</param>
            <returns>True if the current state is equal to, or a substate of,
            the supplied state.</returns>
        </member>
        <member name="M:Stateless.StateMachine`2.CanFire(`1)">
            <summary>
            Returns true if <paramref name="trigger"/> can be fired
            in the current state.
            </summary>
            <param name="trigger">Trigger to test.</param>
            <returns>True if the trigger can be fired, false otherwise.</returns>
        </member>
        <member name="M:Stateless.StateMachine`2.ToString">
            <summary>
            A human-readable representation of the state machine.
            </summary>
            <returns>A description of the current state and permitted triggers.</returns>
        </member>
        <member name="M:Stateless.StateMachine`2.SetTriggerParameters``1(`1)">
            <summary>
            Specify the arguments that must be supplied when a specific trigger is fired.
            </summary>
            <typeparam name="TArg0">Type of the first trigger argument.</typeparam>
            <param name="trigger">The underlying trigger value.</param>
            <returns>An object that can be passed to the Fire() method in order to
            fire the parameterised trigger.</returns>
        </member>
        <member name="M:Stateless.StateMachine`2.SetTriggerParameters``2(`1)">
            <summary>
            Specify the arguments that must be supplied when a specific trigger is fired.
            </summary>
            <typeparam name="TArg0">Type of the first trigger argument.</typeparam>
            <typeparam name="TArg1">Type of the second trigger argument.</typeparam>
            <param name="trigger">The underlying trigger value.</param>
            <returns>An object that can be passed to the Fire() method in order to
            fire the parameterised trigger.</returns>
        </member>
        <member name="M:Stateless.StateMachine`2.SetTriggerParameters``3(`1)">
            <summary>
            Specify the arguments that must be supplied when a specific trigger is fired.
            </summary>
            <typeparam name="TArg0">Type of the first trigger argument.</typeparam>
            <typeparam name="TArg1">Type of the second trigger argument.</typeparam>
            <typeparam name="TArg2">Type of the third trigger argument.</typeparam>
            <param name="trigger">The underlying trigger value.</param>
            <returns>An object that can be passed to the Fire() method in order to
            fire the parameterised trigger.</returns>
        </member>
        <member name="M:Stateless.StateMachine`2.OnTransitioned(System.Action{Stateless.StateMachine{`0,`1}.Transition})">
            <summary>
            Registers a callback that will be invoked every time the statemachine
            transitions from one state into another.
            </summary>
            <param name="onTransitionAction">The action to execute, accepting the details
            of the transition.</param>
        </member>
        <member name="T:Stateless.StateMachine`2.Transition">
            <summary>
            Describes a state transition.
            </summary>
        </member>
        <member name="M:Stateless.StateMachine`2.Transition.#ctor(`0,`0,`1)">
            <summary>
            Construct a transition.
            </summary>
            <param name="source">The state transitioned from.</param>
            <param name="destination">The state transitioned to.</param>
            <param name="trigger">The trigger that caused the transition.</param>
        </member>
        <member name="P:Stateless.StateMachine`2.Transition.Source">
            <summary>
            The state transitioned from.
            </summary>
        </member>
        <member name="P:Stateless.StateMachine`2.Transition.Destination">
            <summary>
            The state transitioned to.
            </summary>
        </member>
        <member name="P:Stateless.StateMachine`2.Transition.Trigger">
            <summary>
            The trigger that caused the transition.
            </summary>
        </member>
        <member name="P:Stateless.StateMachine`2.Transition.IsReentry">
            <summary>
            True if the transition is a re-entry, i.e. the identity transition.
            </summary>
        </member>
        <member name="T:Stateless.StateMachine`2.TriggerWithParameters">
            <summary>
            Associates configured parameters with an underlying trigger value.
            </summary>
        </member>
        <member name="M:Stateless.StateMachine`2.TriggerWithParameters.#ctor(`1,System.Type[])">
            <summary>
            Create a configured trigger.
            </summary>
            <param name="underlyingTrigger">Trigger represented by this trigger configuration.</param>
            <param name="argumentTypes">The argument types expected by the trigger.</param>
        </member>
        <member name="P:Stateless.StateMachine`2.TriggerWithParameters.Trigger">
            <summary>
            Gets the underlying trigger value that has been configured.
            </summary>
        </member>
        <member name="M:Stateless.StateMachine`2.TriggerWithParameters.ValidateParameters(System.Object[])">
            <summary>
            Ensure that the supplied arguments are compatible with those configured for this
            trigger.
            </summary>
            <param name="args"></param>
        </member>
        <member name="T:Stateless.StateMachine`2.TriggerWithParameters`1">
            <summary>
            A configured trigger with one required argument.
            </summary>
            <typeparam name="TArg0">The type of the first argument.</typeparam>
        </member>
        <member name="M:Stateless.StateMachine`2.TriggerWithParameters`1.#ctor(`1)">
            <summary>
            Create a configured trigger.
            </summary>
            <param name="underlyingTrigger">Trigger represented by this trigger configuration.</param>
        </member>
        <member name="T:Stateless.StateMachine`2.TriggerWithParameters`2">
            <summary>
            A configured trigger with two required arguments.
            </summary>
            <typeparam name="TArg0">The type of the first argument.</typeparam>
            <typeparam name="TArg1">The type of the second argument.</typeparam>
        </member>
        <member name="M:Stateless.StateMachine`2.TriggerWithParameters`2.#ctor(`1)">
            <summary>
            Create a configured trigger.
            </summary>
            <param name="underlyingTrigger">Trigger represented by this trigger configuration.</param>
        </member>
        <member name="T:Stateless.StateMachine`2.TriggerWithParameters`3">
            <summary>
            A configured trigger with three required arguments.
            </summary>
            <typeparam name="TArg0">The type of the first argument.</typeparam>
            <typeparam name="TArg1">The type of the second argument.</typeparam>
            <typeparam name="TArg2">The type of the third argument.</typeparam>
        </member>
        <member name="M:Stateless.StateMachine`2.TriggerWithParameters`3.#ctor(`1)">
            <summary>
            Create a configured trigger.
            </summary>
            <param name="underlyingTrigger">Trigger represented by this trigger configuration.</param>
        </member>
        <member name="M:Stateless.StateMachine`2.ToDotGraph">
            <summary>
            A string representation of the state machine in the DOT graph language.
            </summary>
            <returns>A description of all simple source states, triggers and destination states.</returns>
        </member>
        <member name="T:Stateless.ParameterConversionResources">
            <summary>
              A strongly-typed resource class, for looking up localized strings, etc.
            </summary>
        </member>
        <member name="P:Stateless.ParameterConversionResources.ResourceManager">
            <summary>
              Returns the cached ResourceManager instance used by this class.
            </summary>
        </member>
        <member name="P:Stateless.ParameterConversionResources.Culture">
            <summary>
              Overrides the current thread's CurrentUICulture property for all
              resource lookups using this strongly typed resource class.
            </summary>
        </member>
        <member name="P:Stateless.ParameterConversionResources.ArgOfTypeRequiredInPosition">
            <summary>
              Looks up a localized string similar to An argument of type {0} is required in position {1}..
            </summary>
        </member>
        <member name="P:Stateless.ParameterConversionResources.TooManyParameters">
            <summary>
              Looks up a localized string similar to Too many parameters have been supplied. Expecting {0} but got {1}..
            </summary>
        </member>
        <member name="P:Stateless.ParameterConversionResources.WrongArgType">
            <summary>
              Looks up a localized string similar to The argument in position {0} is of type {1} but must be of type {2}..
            </summary>
        </member>
        <member name="T:Stateless.StateConfigurationResources">
            <summary>
              A strongly-typed resource class, for looking up localized strings, etc.
            </summary>
        </member>
        <member name="P:Stateless.StateConfigurationResources.ResourceManager">
            <summary>
              Returns the cached ResourceManager instance used by this class.
            </summary>
        </member>
        <member name="P:Stateless.StateConfigurationResources.Culture">
            <summary>
              Overrides the current thread's CurrentUICulture property for all
              resource lookups using this strongly typed resource class.
            </summary>
        </member>
        <member name="P:Stateless.StateConfigurationResources.SelfTransitionsEitherIgnoredOrReentrant">
            <summary>
              Looks up a localized string similar to Permit() (and PermitIf()) require that the destination state is not equal to the source state. To accept a trigger without changing state, use either Ignore() or PermitReentry()..
            </summary>
        </member>
        <member name="T:Stateless.StateMachineResources">
            <summary>
              A strongly-typed resource class, for looking up localized strings, etc.
            </summary>
        </member>
        <member name="P:Stateless.StateMachineResources.ResourceManager">
            <summary>
              Returns the cached ResourceManager instance used by this class.
            </summary>
        </member>
        <member name="P:Stateless.StateMachineResources.Culture">
            <summary>
              Overrides the current thread's CurrentUICulture property for all
              resource lookups using this strongly typed resource class.
            </summary>
        </member>
        <member name="P:Stateless.StateMachineResources.CannotReconfigureParameters">
            <summary>
              Looks up a localized string similar to Parameters for the trigger &apos;{0}&apos; have already been configured..
            </summary>
        </member>
        <member name="P:Stateless.StateMachineResources.NoTransitionsPermitted">
            <summary>
              Looks up a localized string similar to No valid leaving transitions are permitted from state &apos;{1}&apos; for trigger &apos;{0}&apos;. Consider ignoring the trigger..
            </summary>
        </member>
        <member name="P:Stateless.StateMachineResources.NoTransitionsUnmetGuardCondition">
            <summary>
              Looks up a localized string similar to Trigger &apos;{0}&apos; is valid for transition from state &apos;{1}&apos; but a guard condition is not met. Guard description: &apos;{2}&apos;..
            </summary>
        </member>
        <member name="T:Stateless.StateRepresentationResources">
            <summary>
              A strongly-typed resource class, for looking up localized strings, etc.
            </summary>
        </member>
        <member name="P:Stateless.StateRepresentationResources.ResourceManager">
            <summary>
              Returns the cached ResourceManager instance used by this class.
            </summary>
        </member>
        <member name="P:Stateless.StateRepresentationResources.Culture">
            <summary>
              Overrides the current thread's CurrentUICulture property for all
              resource lookups using this strongly typed resource class.
            </summary>
        </member>
        <member name="P:Stateless.StateRepresentationResources.MultipleTransitionsPermitted">
            <summary>
              Looks up a localized string similar to Multiple permitted exit transitions are configured from state &apos;{1}&apos; for trigger &apos;{0}&apos;. Guard clauses must be mutually exclusive..
            </summary>
        </member>
    </members>
</doc>