Awesome
aquam
A Ruby DSL for writing Finite State Machines and validate its transitions'
Dependencies
aquam
requires Ruby 2.1.x or later. No more dependencies.
Installation
$ gem install aquam
Getting started
aquam
helps you to define Finite State Machines with a very simple DSL which
also will validate events, states and the transition between them.
First of all, you must know that a State Machine should be a different object, where you specify the valid states and the transitions fired by the events.
That being said, lets take a look how it works.
Machine
Basically a Machine consists on
- states
- events
- transitions
There are three key words in our DSL that will help you to write your
own Finite State Machine, plus the attribute
method.
Example
class DoorStateMachine < Aquam::Machine
state :opened, OpenedDoorState
state :closed, ClosedDoorState
event :open do
transition from: :closed, to: :opened
end
event :close do
transition from: :opened, to: :closed
end
event :knock do
transition from: :opened, to: :opened
transition from: :closed, to: :closed
end
end
NOTE:
OpenedDoorState
andClosedDoorState
definitions are missing but we will cover States definition later.
state
A state
maps a symbol to a State class.
It tells to the machine it is a valid state and which class represents it.
state :opened, OpenedDoorState
event
An event
is a method which triggers the transition from one state to another.
Each state object must define only the events that are specified here.
event :open do
...
end
transition
A transition
moves the state machine from state A to state B.
It can only be defined inside an event
and you can define multiple transitions.
transition from: :a_valid_state, to: :other_valid_state
attribute
The attribute
holds the name of the accessor in your own class where
the state name (string or symbol) will be stored.
By default uses :state
as method accessor.
attribute :state
Extra
Being a subclass of Aquam::Machine
also gives you some helpful class methods:
Class Method | Description | Example (ruby) |
---|---|---|
states | Hash Valid states mapped to a class | { opened: OpenedDoorState } |
events | Hash Valid events with all its transitions | { open: { closed: :opened } } |
valid_state? | Boolean Check if it is a valid state | true |
valid_event? | Boolean Check if it is a valid event | true |
And for instance methods it defines:
Class Method | Description | Example (ruby) |
---|---|---|
current_state | Aquam::State Instance of current state | #<ClosedDoorState:0x007...> |
trigger | Aquam::State Instance of the new state | #<ClosedDoorState:0x008...> |
valid_state? | Boolean Check if it is a valid state | true |
valid_event? | Boolean Check if it is a valid event | true |
valid_transition? | Boolean Check if it is a valid event | true |
State
For each state, we define a class that implements the corresponding events.
Every bit of behavior that is state-dependent should become a method in the class.
aquam
uses metaprogramming to define methods for every single event listed
in the state machine used.
Example
class OpenedDoorState < Aquam::State
use_machine DoorStateMachine
def close
# Do something
@object.state = :closed
end
end
class ClosedDoorState < Aquam::State
use_machine DoorStateMachine
def open
# Do something
@object.state = :opened
end
end
use_machine
This is the only method that you must call from every State class, in order to define the interface according to the state machine. Basically, it defines a method for every event defined in the state machine.
use_machine DoorStateMachine
NOTE: You can not change its value and it is accessible from all subclasses.