Overview
Finite State Machines
FSM2 is a partial implementation of the UML2 State Machine.
State Machines allow you to model the behaviour of a system by specifying the sequence of states that a system can be in, as well as the events that cause the system to move between states.
In the above FSM for Water we can see water has three states and we have modelled four events that causes Water to transition from one state to another.
FSM2 uses a builder model to create a state machine with support for both static and dynamic transitions.
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To make your life easier FSM2 is able to generate a graphical visualisation of your FSM using the Graphwiz dot notation. This makes designing and debugging your state machine much easier.
Let's have a look at the code required to generate the above model:
Your state machine will have an initial state of Solid
and to transition to an new state you send the state machine an event.
Once you have applied all events (which are processed asynchronously) you need to call:
The call will only return once all events have been processed. Until complete
returns the StateMachine is considered to be in an indeterminate state.
To create a visualization of the state machine:
To view the FSM
Credits
Credit goes where credit is due.
FSM2 started out life as a fork of FSM by Kirill Bubochkin https://github.com/ookami-kb/fsm which in turn was inspired by Tinder StateMachine library.
All of the good bits are his, all of the mistakes are mine :)
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