Create State Machine
Create either a passive or an active state machine:
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var fsm = new PassiveStateMachine<States, Events>() |
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var fsm = new ActiveStateMachine<States, Events>() |
The above sample uses the enums States
and Events
that define the available states and events.
Define Transitions
A simple transition
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fsm.In(States.A) .On(Events.B).Goto(States.B); |
If the state machine is in state A
and receives event B
then it performs a transition to state B
.
Transition with action
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fsm.In(States.A) .On(Events.B) .Goto(States.B) .Execute(() => { /* do something here */ }); |
Actions are defined with Execute
. Multiple actions can be defined on a single transition. The actions are performed in the same order as they are defined. An action is defined as a delegate. Therefore, you can use lambda expressions or normal delegates. The following signatures are supported:
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void TransitionAction<T>(T parameter) // to get access to argument passed to Fire void TransitionAction() // for actions that do not need access to the argument passed to Fire |
Actions can use the event argument that were passed to the Fire
method of the state machine. If the type you specify as the generic parameter type does not match the argument passed with the event, an exception is thrown.
Transition with guard
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fsm.In(States.A) .On(Events.B) .If(arguments => false ).Goto(States.B1) .If(arguments => true ).Goto(States.B2); |
Guards are used to decide which transition to take if there are multiple transitions defined for a single event on a state. Guards can use the event argument that was passed to the Fire
method of the state machine. The first transition with a guard that returns true
is taken.
The signature of guards is as follows:
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bool Guard<T>(T argument) // to get access to the argument passed in Fire bool Guard() // for guards that do not need access to the parameters passed to Fire |
Entry and Exit Actions
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fsm.In(States.A) .ExecuteOnEntry(() => { /* execute entry action stuff */ } .ExecuteOnExit(() => { /* execute exit action stuff */ }; |
When a transition is executed, the exit action of the current state is executed first. Then the transition action is executed. Finally, the entry action of the new current state is executed.
The signature of entry and exit actions are as follows:
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void EntryOrExitAction() |
Internal and Self Transitions
Internal and Self transitions are transitions from a state to itself.
When an internal transition is performed then the state is not exited, i.e. no exit or entry action is performed. When an self transition is performed then the state is exited and re-entered, i.e. exit and entry actions, if any, are performed.
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fsm.In(States.A) .On(Events.Self).Goto(States.A) // self transition .On(Events.Internal) // internal transition |
Define Hierarchies
The following sample defines that B1
, B2
and B3
are sub states of state B
. B1
is defined to be the initial sub state of state B
.
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fsm.DefineHierarchyOn(States.B) .WithHistoryType(HistoryType.None) .WithInitialSubState(States.B1) .WithSubState(States.B2) .WithSubState(States.B3); |
History Types
When defining hierarchies then you can define which history type is used when a state is re-entered:
- None:
The state enters into its initial sub state. The sub state itself enters its initial sub state and so on until the innermost nested state is reached. - Deep:
The state enters into its last active sub state. The sub state itself enters into its last active state and so on until the innermost nested state is reached. - Shallow:
The state enters into its last active sub state. The sub state itself enters its initial sub state and so on until the innermost nested state is reached.
Initialize, Start and Stop State Machine
Once you have defined your state machine then you can start using it.
First you have to initialize the state machine to set the first state (A
in the sample):
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fsm.Initialize(States.A); |
Afterward, you start the state machine:
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fsm.Start(); |
Events are processed only if the state machine is started. However, you can queue up events before starting the state machine. As soon as you start the state machine, it will start performing the events.
To suspend event processing, you can stop the state machine:
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fsm.Stop(); |
If you want, you can then start the state machine again, then stop it, start again and so on.
Fire Events
To get the state machine to do its work, you send events to it:
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fsm.Fire(Events.B); |
This fires the event B
on the state machine and it will perform the corresponding transition for this event on its current state.
You can also pass an argument to the state machine that can be used by transition actions and guards:
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fsm.Fire(Events.B, anArgument); |
Another possibility is to send a priority event:
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fsm.FirePriority(Events.B); |
In this case, the event B
is enqueued in front of all
queued events. This is especially helpful in error scenarios to go to
the error state immediately without performing any other already queued
events first.
That's it for the tutorial. See rest of documentation for more details on specific topics.
Sample State Machine
This is a sample state machine.
Definition
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var elevator = new PassiveStateMachine<States, Events>( "Elevator" ); elevator.DefineHierarchyOn(States.Healthy) .WithHistoryType(HistoryType.Deep) .WithInitialSubState(States.OnFloor) .WithSubState(States.Moving); elevator.DefineHierarchyOn(States.Moving) .WithHistoryType(HistoryType.Shallow) .WithInitialSubState(States.MovingUp) .WithSubState(States.MovingDown); elevator.DefineHierarchyOn(States.OnFloor) .WithHistoryType(HistoryType.None) .WithInitialSubState(States.DoorClosed) .WithSubState(States.DoorOpen); elevator.In(States.Healthy) .On(Events.ErrorOccured).Goto(States.Error); elevator.In(States.Error) .On(Events.Reset).Goto(States.Healthy) .On(Events.ErrorOccured); elevator.In(States.OnFloor) .ExecuteOnEntry( this .AnnounceFloor) .ExecuteOnExit(Beep) .ExecuteOnExit(Beep) // just beep a second time .On(Events.CloseDoor).Goto(States.DoorClosed) .On(Events.OpenDoor).Goto(States.DoorOpen) .On(Events.GoUp) .If(CheckOverload).Goto(States.MovingUp) .Otherwise().Execute( this .AnnounceOverload, Beep) .On(Events.GoDown) .If(CheckOverload).Goto(States.MovingDown) .Otherwise().Execute( this .AnnounceOverload); elevator.In(States.Moving) .On(Events.Stop).Goto(States.OnFloor); elevator.Initialize(States.OnFloor); |
The above state machine uses these actions and guards:
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private void AnnounceFloor() { /* announce floor number */ } private void AnnounceOverload() { /* announce overload */ } private void Beep() { /* beep */ } private bool CheckOverload() { return whetherElevatorHasOverload; } |
Run the State Machine
This is a small sample to show how to interact with the state machine:
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// queue some events to be performed when state machine is started. elevator.Fire(Events.ErrorOccured); elevator.Fire(Events.Reset); elevator.Start(); // these events are performed immediately elevator.Fire(Events.OpenDoor); elevator.Fire(Events.CloseDoor); elevator.Fire(Events.GoUp); elevator.Fire(Events.Stop); elevator.Fire(Events.OpenDoor); elevator.Stop(); |
Log
If you add the log4net log extensions available in the Appccelerate.SourceTemplate package:
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elevator.AddExtension( new Appccelerate.Log4Net.StateMachineLogExtension<States, Events>( "Elevator" )); |
to the above code then these are the log messages (if all are enabled - see log4net documentation on how to configure log messages). Note how the state exits and enters are logged, especially for hierarchical transitions.
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Logger Level Message Elevator INFO State machine Elevator initializes to state OnFloor. Elevator INFO State machine Elevator switched from state to state DoorClosed. Elevator DEBUG State machine Elevator performed -> Enter Healthy -> Enter OnFloor -> Enter DoorClosed. Elevator INFO Fire event ErrorOccured on state machine Elevator with current state DoorClosed and event arguments . Elevator INFO State machine Elevator switched from state DoorClosed to state Error. Elevator DEBUG State machine Elevator performed -> Exit DoorClosed -> Exit OnFloor -> Exit Healthy -> Enter Error. Elevator INFO Fire event Reset on state machine Elevator with current state Error and event arguments . Elevator INFO State machine Elevator switched from state Error to state DoorClosed. Elevator DEBUG State machine Elevator performed -> Exit Error -> Enter Healthy -> Enter OnFloor -> Enter DoorClosed. Elevator INFO Fire event OpenDoor on state machine Elevator with current state DoorClosed and event arguments . Elevator INFO State machine Elevator switched from state DoorClosed to state DoorOpen. Elevator DEBUG State machine Elevator performed -> Exit DoorClosed -> Enter DoorOpen. Elevator INFO Fire event CloseDoor on state machine Elevator with current state DoorOpen and event arguments . Elevator INFO State machine Elevator switched from state DoorOpen to state DoorClosed. Elevator DEBUG State machine Elevator performed -> Exit DoorOpen -> Enter DoorClosed. Elevator INFO Fire event GoUp on state machine Elevator with current state DoorClosed and event arguments . Elevator INFO State machine Elevator switched from state DoorClosed to state MovingUp. Elevator DEBUG State machine Elevator performed -> Exit DoorClosed -> Exit OnFloor -> Enter Moving -> Enter MovingUp. Elevator INFO Fire event Stop on state machine Elevator with current state MovingUp and event arguments . Elevator INFO State machine Elevator switched from state MovingUp to state DoorClosed. Elevator DEBUG State machine Elevator performed -> Exit MovingUp -> Exit Moving -> Enter OnFloor -> Enter DoorClosed. Elevator INFO Fire event OpenDoor on state machine Elevator with current state DoorClosed and event arguments . Elevator INFO State machine Elevator switched from state DoorClosed to state DoorOpen. Elevator DEBUG State machine Elevator performed -> Exit DoorClosed -> Enter DoorOpen. |
You can write your own extension for different logging.
Reports
yEd Report
csv Report
Source | Entry | Exit | Children |
OnFloor | AnnounceFloor | Beep, Beep | DoorClosed, DoorOpen |
Moving | MovingUp, MovingDown | ||
Healthy | OnFloor, Moving | ||
MovingUp | |||
MovingDown | |||
DoorClosed | |||
DoorOpen | |||
Error |
Source | Event | Guard | Target | Actions |
OnFloor | CloseDoor | DoorClosed | ||
OnFloor | OpenDoor | DoorOpen | ||
OnFloor | GoUp | CheckOverload | MovingUp | |
OnFloor | GoUp | internal transition | AnnounceOverload, Beep | |
OnFloor | GoDown | CheckOverload | MovingDown | |
OnFloor | GoDown | internal transition | AnnounceOverload | |
Moving | Stop | OnFloor | ||
Healthy | ErrorOccured | Error | ||
Error | Reset | Healthy | ||
Error | ErrorOccured | internal transition |
Textual Report
Elevator: initial state = OnFloor Healthy: initial state = OnFloor history type = Deep entry action: exit action: ErrorOccured -> Error actions: guard: OnFloor: initial state = DoorClosed history type = None entry action: AnnounceFloor exit action: Beep, Beep CloseDoor -> DoorClosed actions: guard: OpenDoor -> DoorOpen actions: guard: GoUp -> MovingUp actions: guard: CheckOverload GoUp -> internal actions: AnnounceOverload, Beep guard: GoDown -> MovingDown actions: guard: CheckOverload GoDown -> internal actions: AnnounceOverload guard: DoorClosed: initial state = None history type = None entry action: exit action: DoorOpen: initial state = None history type = None entry action: exit action: Moving: initial state = MovingUp history type = Shallow entry action: exit action: Stop -> OnFloor actions: guard: MovingUp: initial state = None history type = None entry action: exit action: MovingDown: initial state = None history type = None entry action: exit action: Error: initial state = None history type = None entry action: exit action: Reset -> Healthy actions: guard: ErrorOccured -> internal actions: guard: