Note there are some core ideas in state machines. You move from state to state via a transition/trigger/event.
A trigger can be defined that allows movement from multiple states into a particular state.
Naming states can be hard. I think it might help to view a state from various perspecives:
- a pure state name
- a name that contains info re why we got here [optional]
- a name that contains info re what are we looking for to get out of this state
Assuming a traffic light example e.g. a state 'yellow' might be thought of as 'I probably got here from a trigger slow-down from state green and am looking for a trigger to stop, which will take me into 'red'. Thus yellow state might be named 'yellow-waiting-to-go-red-via-stop-trigger'. Of course that is a ridiculous name, but the idea is that depending on your situation, you might name the state with various emphases in naming.
Of course state might not know where they came from or where they are transition to - that's more the trigger. Triggers thus can be thought of as a reason why we got here - an event/trigger/transition is the reason.
In my Objective C language parser via Antlr, part of GitUML, I get events which tell me we have encountered a certain semantic token e.g. variable definition. Now we might be in a neutral state, inside a method or inside a function - we don't know. And when scanning the variable, we need to look for the type
then the identifier
, then pop back into the previous state.
Example using the python-statemachine
:
from statemachine import StateMachine, State # https://pypi.org/project/python-statemachine/
class ParseObjCState(StateMachine):
def __init__(self, model=None, state_field='state', start_value=None):
StateMachine.__init__(self, model, state_field, start_value)
self.stack = []
def pop(self):
if len(self.stack) == 0:
raise RuntimeError("No previous state to pop")
self.current_state = self.stack.pop()
# States
neutral = State('Neutral', initial=True)
aclass = State('in a class definition')
method = State('InMethod')
function = State('InFunction')
# var = State('InVariable')
waiting_var_type = State('in variable waiting for type identifier')
waiting_var_name = State('in variable waiting for variable name identifier')
# Transitions
_go_var = neutral.to(waiting_var_type) | method.to(waiting_var_type) | function.to(waiting_var_type)
def go_var(self):
self.stack.append(self.current_state)
self._go_var()
got_var_type = waiting_var_type.to(waiting_var_name)
def got_var_name(self): self.pop()
go_function = neutral.to(function) | method.to(function) | function.to(function)
go_method = aclass.to(method)
go_class = neutral.to(aclass)
# Test
state = ParseObjCState()
assert state.is_neutral
assert state.current_state == state.neutral
# simulate getting a variable then popping back
state.go_var()
assert state.is_waiting_var_type
state.got_var_type()
assert state.is_waiting_var_name
state.got_var_name()
assert state.is_neutral
# simulate encountering a function then a var within that
state.go_function()
state.go_var()
state.got_var_type()
state.got_var_name()
assert state.is_function # note the stack popped us back!
Note the naming contain emphasis on what I'm waiting for next, to aid clarity. In this parsing situation, it helps enourmously.
Thus, choose your state names and trigger names wisely!
https://pypi.org/project/python-statemachine/
This library is pretty nice!
Reporting state values
print('machine is', t)
print('state is', t.current_state) # big fat object
print('state (succinct) is', t.current_state.value) # nice short string e.g. 'red'
force setting a state using the transition that lists all possibilities, e.g. emergencyA is one solution but for brute force just re-init
t = TrafficLightMachine()
print(t.current_state.value)
t = TrafficLightMachine(start_value='yellow')
print(t.current_state.value)
fgmacedo/python-statemachine#254 (comment)
This is a nice - thanks. Presumably its just nicer syntax for doing what you can already do with the |
approach?
Some doco on reverse transitions would be nice in the readme, as it was hard wading through pages of issues (having all those auto bot issues in there makes for a lot of noise in the issues) and finding any doco, which is only found in this particular issue, at the moment.
Also, I feel that some more prominent readme doco on the transition from multiple states |
approach would be beneficial. Currently there is no documentation, only some code examples found the advanced topics on callbacks and mixins. I actually initially missed out on knowing about the important |
approach since I had no immediate use for the advanced topics and didn't read them!
Finally, I wonder if something like
cancel = cancelled.from_any()
is possible? Perhaps its not desirable from a state machine computer science point of view? Anyway, I have a situation where I need to do an emergency reset of the state to something specific, and have to currently list all the possible states to transition from, which are all the states. I couldn't be bothered with that so I simply re-initialised the state machine e.g. t = TrafficLightMachine()
which might be seen as a hack, so cancelled.from_any()
would be nice!
Using the python-statemachine
library
class TrafficLightMachine(StateMachine):
green = State('Green', initial=True)
yellow = State('Yellow')
red = State('Red')
broken = State('Broken')
buzzing = State('Buzzing whilst broken')
sparking = State('Sparking whilst broken')
slowdown = green.to(yellow)
stop = yellow.to(red)
go = red.to(green)
# throw_rock = any.to(broken)
throw_rock = broken.from_(
green, yellow, red
)
def throw_rock_push(self):
self.stack.append(self.current_state)
self.throw_rock()
evening = broken.to(buzzing)
powersurge = broken.to(buzzing) | buzzing.to(sparking)
day = buzzing.to(broken) | sparking.to(broken)
# fixed = pop to last good traffic light state
def __init__(self):
StateMachine.__init__(self, model=None, state_field='state', start_value=None)
self.stack = []
def pop(self):
if len(self.stack) == 0:
raise RuntimeError("No previous state to pop to")
self.current_state = self.stack.pop()
t = TrafficLightMachine()
t.slowdown()
t.stop()
t.go()
t.slowdown()
# t.throw_rock()
t.throw_rock_push()
assert t.current_state == t.broken
t.evening()
assert t.current_state == t.buzzing
t.day()
assert t.current_state == t.broken
# test two power surges in a row
t.powersurge()
assert t.current_state == t.buzzing
t.powersurge()
assert t.current_state == t.sparking
# print(t.current_state)
# print(t.green)
# print(t.current_state.value)
# print(t.current_state_value)
# Aha can force current state
# t.current_state = t.green
print(t.current_state.value)
# print(t.stack)
t.pop()
print(t.current_state.value)
assert t.current_state == t.yellow
https://github.com/pytransitions/transitions
This library is pretty good, and even has extenstion and diagramming.
But even though it supports nested states, to get out of a nested state you need to trigger into some specific state - which is not push pop. Want to pop to whatever the previous state was, not to a specific state.
Hacked it anyway in a similar way to my 'python-state-machine' library implementation.
#
# Can we simulate push pop?
#
class TrafficLight2(object):
def __init__(self):
self.stack = []
self.machine = None # init later, so that can use 'set_state' method
# which is not created on the model - it is only available on the machine.
def pop(self):
if len(self.stack) == 0:
raise RuntimeError("No previous state to pop to")
machine.set_state(self.stack.pop()) # need to do this via machine
def throw_rock_push(self):
self.stack.append(self.state)
self.throw_rock()
t = TrafficLight2()
states=['green', 'yellow', 'red', {'name': 'broken', 'children': ['buzzing', 'sparking']}]
transitions = [
['slowdown', 'green', 'yellow'],
['stop', 'yellow', 'red'],
['go', 'red', 'green'],
['throw_rock', '*', 'broken'],
['evening', 'broken', 'broken_buzzing'],
['day', ['broken_sparking',
'broken_buzzing'], 'broken'],
# Since you have to specify a transition, and a specific
# state to pop to, this is not a push/pop
# at all, simply nested states.
['pop_broken', 'broken', 'green']
]
machine = Machine(t, states=states, transitions=transitions, initial='green')
t.machine = machine # hack
# Transitioning from multiple states via the same trigger - pity can't specify this in the transitions structure
machine.add_transition('powersurge', 'broken', 'broken_buzzing')
machine.add_transition('powersurge', 'broken_buzzing', 'broken_sparking')
t.slowdown()
t.stop()
assert t.state == 'red'
# t.throw_rock()
t.throw_rock_push() # this should push
assert t.state == 'broken'
t.evening()
assert t.state == 'broken_buzzing'
t.day()
assert t.state == 'broken'
# test two power surges in a row
t.powersurge()
t.powersurge()
assert t.state == 'broken_sparking'
# attemmpt
t.pop()
assert t.state == 'red'
print(t.state)
python simple state machine - Google Search
StateMachine — Python 3 Patterns, Recipes and Idioms
Add support for reverse transtitions by fgmacedo · Pull Request #254 · fgmacedo/python-statemachine
simple state machine implementation « Python recipes « ActiveState Code
Writing Maintainable Code Using State Machines in Python
yet another Python state machine (and why you might care) – [citation needed]
and there are heaps more...