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Simple state management for Dart

State4d #

Dart License

A simple state machine library for Dart, ported from state4k.

Installation #

dependencies:
  state4d: ^1.0.0

Concepts #

To model a state machine, you need:

  1. Entity - The object being modeled, which holds the current state
  2. States - The discrete states the entity can be in
  3. Events - Triggers that cause transitions between states
  4. Commands (optional) - Actions that execute when entering a state, which may generate events

Transitions occur in one of two ways:

  • Receive a known out-of-band Event and transition to a new state
  • Receive and process a Command, which will result in one of a discrete set of Events

The storage of the controlled entity is done entirely outside of State4d - the library is purely functional and returns new entity instances.

Example: Making Tea #

import 'package:result4d/result4d.dart';
import 'package:state4d/state4d.dart';

// The entity - tracks the state
class CupOfTea {
  final TeaState state;
  final String lastAction;

  CupOfTea(this.state, this.lastAction);

  CupOfTea copyWith({TeaState? state, String? lastAction}) =>
      CupOfTea(state ?? this.state, lastAction ?? this.lastAction);
}

// The states
enum TeaState { getCup, boilingWater, steepingTea, checkForMilk, whiteTea, blackTea }

// Commands that can be triggered on state entry
enum TeaCommands { doYouHaveMilk }

// Events that trigger transitions
sealed class TeaEvent {}
class TurnOnKettle extends TeaEvent {}
class PourWater extends TeaEvent {}
class MilkPlease extends TeaEvent {}
class NoMilkPlease extends TeaEvent {}
class MilkIsFull extends TeaEvent {}
class MilkIsEmpty extends TeaEvent {}

// Lens to get/set state on the entity
final lens = StateIdLens<CupOfTea, TeaState>(
  (entity) => entity.state,
  (entity, state) => entity.copyWith(state: state),
);

// Command handler
Result<void, String> commands(CupOfTea entity, TeaCommands command) {
  print('Issuing command $command');
  return Success(null);
}

// Define the state machine
final teaStateMachine = StateMachine.create(commands, lens).states<TeaEvent>(
  (state) => [
    state(TeaState.getCup)
        .transition(TurnOnKettle, TeaState.boilingWater),

    state(TeaState.boilingWater)
        .transition(PourWater, TeaState.steepingTea,
            (event, entity) => entity.copyWith(lastAction: 'Waiting...')),

    state(TeaState.steepingTea)
        .onEnter(TeaCommands.doYouHaveMilk)
        .transition(MilkPlease, TeaState.checkForMilk)
        .transition(NoMilkPlease, TeaState.blackTea),

    state(TeaState.checkForMilk)
        .transition(MilkIsFull, TeaState.whiteTea)
        .transition(MilkIsEmpty, TeaState.blackTea),

    state(TeaState.blackTea),
  ],
);

Usage #

Event-based transitions #

final result = await teaStateMachine.transition(
  CupOfTea(TeaState.getCup, '-'),
  TurnOnKettle(),
);

switch (result) {
  case Success(value: OK(entity: final tea)):
    print('New state: ${tea.state}');
  case Success(value: IllegalEvent()):
    print('Event not valid for current state');
  case Failure(reason: final error):
    print('Error: $error');
}

Command-based transitions #

Commands are useful when the resulting event depends on external factors:

final result = await teaStateMachine.transitionCommand(
  cupOfTea,
  TeaCommands.doYouHaveMilk,
  (entity) async {
    // Check fridge, call API, etc.
    final hasMilk = await checkFridge();
    return hasMilk ? Success(MilkIsFull()) : Success(MilkIsEmpty());
  },
);

Queued transitions with Runner #

For sequential transitions that should execute in order:

final runner = teaStateMachine.run(CupOfTea(TeaState.getCup, '-'));

runner.transition(TurnOnKettle());
runner.transition(PourWater());

final result = await runner.transition(MilkPlease());
// result contains the entity after all three transitions

Each call returns a Future - await any call to get the result up to that point:

final runner = teaStateMachine.run(initialEntity);

var result = await runner.transition(TurnOnKettle());
expect(result.value.state, TeaState.boilingWater);

result = await runner.transition(PourWater());
expect(result.value.state, TeaState.steepingTea);

Visualization #

Render the state machine using pluggable renderers. Mermaid and PlantUML are included:

print(teaStateMachine.renderUsing(renderMermaid));
print(teaStateMachine.renderUsing(renderPuml));

Output (Mermaid):

stateDiagram-v2
    getCup
    boilingWater
    steepingTea
    checkForMilk
    blackTea
    getCup --> boilingWater : TurnOnKettle
    boilingWater --> steepingTea : PourWater
    steepingTea --> checkForMilk : MilkPlease
    steepingTea --> blackTea : NoMilkPlease
    checkForMilk --> whiteTea : MilkIsFull
    checkForMilk --> blackTea : MilkIsEmpty

Write your own renderer by implementing String Function(List<State>).

License #

This project is licensed under the Apache 2.0 License - see the LICENSE file for details.

Acknowledgments #

  • Original state4k Kotlin library by the fork-handles team
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Simple state management for Dart

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Topics

#state-machine #testing

License

unknown (license)

Dependencies

result4d

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