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Version 5 will combine the performance of this into the main state.js package

state_lite

0.1.6 • Public • Published

state_lite.js

This project is the smaller sibling to state.js, implementing the main capabilities of a finite state machine.

The current beta version is: 0.1.6.

If you like it, please star it...

API

The exported API consists of one class, one enum and two functions; briefly:

  • State class: defines the heirarchy of states within a state machine and their entry/exit behavior.
  • History enum: used as an optional parameter to the State constructor defined either Shallow or Deep history semantics for composite states.
  • transition function: defines the transitions between states, their guard conditions and behavior.
  • completion function: defines completion transitions between states, their guard conditions and behavior; completion transitions are evaluated after entry to states that are deemec to be complete.

Detailed documentation to follow in the project wiki... please bear with me...

Notes

This implementation of finite state machines provides the common capabilities required; notable omissions are:

  • no orthogonal regions
  • no explicit final state (final states are states without any outward transitions)
  • no expplicit pseudo states
    • the initial state of a composite state is the first child created
    • history semantics are set on the composite state itself
    • choice/junctions can be implemented as states with completion transitions

For a more complete (with respect to the UML specification for state machines), go to my state.js project.

Quick example#

The example below implements this state machine; to see this running live, view this example.

Layers

Note that the circles in the top-right indocate the initial stating state of composite states and the H* indicates that the composite state operates with Deep History semantics.

In this example, a simple casette controller is modelled; the flipped state has been added to demonstrate deep history, whenever the state machine transitions from flipped to operational, the last known child state of operational (and all its sub-states) is restored. You can investigate history semantics further by editing the source in the examples.

Firstly, we create the state machine:

// create the top-level state machine (no parent defined)
var player = new State("player");
 
// create the rest of the state machine hierarchy (parents defined)
var operational = new State("operational", player, History.Deep);
var flipped = new State("flipped", player);
var final = new State("final", player);
var stopped = new State("stopped", operational);
var active = new State("active", operational);
var running = new State("running", active);
var paused = new State("paused", active);
 
// create transitions between states with their guard conditions
transition(stopped, active, function (s) { return s === "play"; });
transition(active, stopped, function (s) { return s === "stop"; });
transition(running, paused, function (s) { return s === "pause"; });
transition(paused, running, function (s) { return s === "play"; });
transition(operational, flipped, function (s) { return s === "flip"; });
transition(flipped, operational, function (s) { return s === "flip"; });
transition(operational, final, function (s) { return s === "off"; });
 
// add some behaviour
active.entry = [engageHead];
active.exit = [disengageHead];
running.entry = [startMotor];
running.exit = [stopMotor];

The state machine then needs initialisation; this enters the initial starting state of the top-level composite state and child composite states until it finds the leaf state.:

player.initialise();

If you look at the console output, you'll see the following:

Enter: player
Enter: player.operational
Enter: player.operational.stopped

To effect a state transition, messages are passed to the top-level state machine for processing:

player.process("play");
player.process("pause");

These messages are evaluated at the top-level for potential transitions then delegated to the current child state for processing.

In this example, the "play" and "pause" messages will effect transitions resulting in the following console output:

Leave: player.operational.stopped
Enter: player.operational.active
Enter: player.operational.active.running
Leave: player.operational.active.running
Enter: player.operational.active.paused

In addition, the entry and exit behavior of the active and running states will be called as appropriate.

To see this example in action, clone the repo and open test_lite.html in the examples directory. If you're running older versions of IE, open the F12 developer tools and show the console, or comment out the console.log statements.

Node example

First, to install under node:

npm install state_lite

The example above is then written as:

var fsm = require("state_lite");
 
// create the top-level state machine (no parent defined)
var player = new fsm.State("player");
 
// create the rest of the state machine hierarchy (parents defined)
var operational = new fsm.State("operational", player, fsm.History.Deep);
var flipped = new fsm.State("flipped", player);
var final = new fsm.State("final", player);
var stopped = new fsm.State("stopped", operational);
var active = new fsm.State("active", operational);
var running = new fsm.State("running", active);
var paused = new fsm.State("paused", active);
 
// create transitions between states with their guard conditions
fsm.transition(stopped, active, function (s) { return s === "play"; });
fsm.transition(active, stopped, function (s) { return s === "stop"; });
fsm.transition(running, paused, function (s) { return s === "pause"; });
fsm.transition(paused, running, function (s) { return s === "play"; });
fsm.transition(operational, flipped, function (s) { return s === "flip"; });
fsm.transition(flipped, operational, function (s) { return s === "flip"; });
fsm.transition(operational, final, function (s) { return s === "off"; });
 
// add some behaviour
active.entry = [engageHead];
active.exit = [disengageHead];
running.entry = [startMotor];
running.exit = [stopMotor];

The rest of the example code remains the same.

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