yafsm 1.0.2 yafsm: ^1.0.2 copied to clipboard
Yet another Dart FSM.
Yafsm #
Yet another finite state machine for Dart.
Features #
- Easily and quickly define states and transitions.
- Optionally require data for certain states.
- Manage complexity by nesting machines inside states.
- Elegantly handle transition attempts before the machine starts.
- Enables a class-based definition style with the
late
keyword. - Zero dependencies - it's just one Dart file.
Installation #
Add the package to your Dart or Flutter project:
dart pub add yafsm
Basic Usage #
There are three steps to setting up a state machine:
// 1. Declare the machine, states, and transitions.
final m = Machine('switch');
final isOn = m.state('on');
final isOff = m.state('off');
final turnOn = m.transition('turn on', {isOff}, isOn);
final turnOff = m.transition('turn off', {isOn}, isOff);
// 2. Set an initial state.
m.initialize(isOff);
// 3. Start the machine.
m.start();
// Call states and transitions to manipulate the machine.
if (isOff()) {
turnOn();
}
Advanced Usage #
State Changes #
You can react to changes in machine state in two ways:
- Listen to the stream of machine states, accessible via
current$
:
m.current$.forEach((state) {
print('Now in state: $state');
});
- Listen to specific machine states, accessible via
enter$
andexit$
:
isOn.enter$.forEach((_) {
print('turning on');
});
isOn.exit$.forEach((_) {
print('turning off');
});
I recommend sticking to enter$
and exit$
for integrating the machine with your application. Additionally, the state's streams are the only way to receive parameterized state data in a type-safe way.
However, the current$
stream may be useful for debugging or more high-level behavior.
Parameterized States #
Sometimes, states will need data. You can create parameterized states with pstate
, and transitions to parameterized states with ptransition
.
I like to use the new Dart record syntax here.
final isOn = m.pstate<({String reason})>('on');
final turnOn = m.ptransition('turn on', {isOff}, isOn);
// ...
turnOn((reason: 'scared of the dark'));
The method names differ in order to provide a slightly different interface for each type of state.
Transition Queue #
There can be some time between when a machine starts, and when your code wants to start calling transitions. To account for this, machines will enqueue transition attempts and process them when start
is initially called.
For example, the following code works as expected:
final m = Machine('switch');
final isOn = m.state('on');
final isOff = m.state('off');
final turnOn = m.transition('turn on', {isOff}, isOn);
// Attempt a transition - but we haven't started yet!
turnOn();
m.initialize(isOff);
m.start();
print(isOn()); // -> true
I have found this queuing functionality to lead to more natural reasoning about machine behavior.
If you wish to skip any pending events, there's parameter to do so:
m.start(clear: true);
Nested Machines #
States tend to explode in complexity; nested machines can help combat the issue.
To create a nested machine, call nest
on the target state. All nested machines are started and stopped automatically as its original state is entered and exited. Just remember to initialize any nested machines as well!
final m2 = isOn.nest('on');
final isBlue = m2.state('blue light');
final isRed = m2.state('red light');
final makeRed = m2.transition('make red', {isBlue}, isRed);
m2.initialize(isBlue);
// ...
m.start();
print(isBlue(), isRed()); // -> false, false
turnOn();
print(isBlue(), isRed()); // -> true, false
makeRed();
print(isBlue(), isRed()); // -> false, true
turnOff();
print(isBlue(), isRed()); // -> false, false
Class-Based Definition #
Machine definitions play well with the late
keyword. This lends itself to an interesting class-based style in Dart. Here is the same switch example written in a class-based style:
class SwitchMachine {
SwitchMachine() {
root.initialize(isOff);
}
final root = Machine('switch');
late final isOn = root.state('on');
late final isOff = root.state('off');
late final turnOn = root.transition('turn on', {isOff}, isOn);
late final turnOff = root.transition('turn off', {isOn}, isOff);
}
void main() {
final m = SwitchMachine();
m.root.start();
print(m.isOn()); // -> false
m.turnOn();
print(m.isOn()); // -> true
m.turnOff();
print(m.isOn()); // -> false
}
This style has several advantages:
- The list of states and transitions are visually co-located, greatly improving legibility.
- States and transitions may be accessed directly by a consumer, without the need to pass them or rename them in any way.
- The state may be tested (almost) entirely separately from your application. I suppose the type parameters are still implementation-dependent.
Motivation #
I needed a nestable state machine library for my current project. There are several FSM libraries already out there, but the most well-maintained ones do not allow you to nest machines. As a result, I decided to implement a simple yet correct nestable FSM.
Additionally, I have attempted to keep the source code simple and concise. If you need more features or control, I can recommend copying the sole source file machine.dart
into your project instead.