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: