State Machines adds support for creating state machines for attributes on any Ruby class.
Please note that multiple integrations are available for Active Model, Active Record, Mongoid and more in the State Machines organisation. If you want to save state in your database, you need one of these additional integrations.
Add this line to your application's Gemfile:
gem 'state_machines'
And then execute:
$ bundle
Or install it yourself as:
$ gem install state_machines
Below is an example of many of the features offered by this plugin, including:
- Initial states
- Namespaced states
- Transition callbacks
- Conditional transitions
- State-driven instance behavior
- Customized state values
- Parallel events
- Path analysis
Class definition:
class Vehicle
attr_accessor :seatbelt_on, :time_used, :auto_shop_busy
state_machine :state, initial: :parked do
before_transition parked: any - :parked, do: :put_on_seatbelt
after_transition on: :crash, do: :tow
after_transition on: :repair, do: :fix
after_transition any => :parked do |vehicle, transition|
vehicle.seatbelt_on = false
end
after_failure on: :ignite, do: :log_start_failure
around_transition do |vehicle, transition, block|
start = Time.now
block.call
vehicle.time_used += Time.now - start
end
event :park do
transition [:idling, :first_gear] => :parked
end
event :ignite do
transition stalled: same, parked: :idling
end
event :idle do
transition first_gear: :idling
end
event :shift_up do
transition idling: :first_gear, first_gear: :second_gear, second_gear: :third_gear
end
event :shift_down do
transition third_gear: :second_gear, second_gear: :first_gear
end
event :crash do
transition all - [:parked, :stalled] => :stalled, if: ->(vehicle) {!vehicle.passed_inspection?}
end
event :repair do
# The first transition that matches the state and passes its conditions
# will be used
transition stalled: :parked, unless: :auto_shop_busy
transition stalled: same
end
state :parked do
def speed
0
end
end
state :idling, :first_gear do
def speed
10
end
end
state all - [:parked, :stalled, :idling] do
def moving?
true
end
end
state :parked, :stalled, :idling do
def moving?
false
end
end
end
state_machine :alarm_state, initial: :active, namespace: :'alarm' do
event :enable do
transition all => :active
end
event :disable do
transition all => :off
end
state :active, :value => 1
state :off, :value => 0
end
def initialize
@seatbelt_on = false
@time_used = 0
@auto_shop_busy = true
super() # NOTE: This *must* be called, otherwise states won't get initialized
end
def put_on_seatbelt
@seatbelt_on = true
end
def passed_inspection?
false
end
def tow
# tow the vehicle
end
def fix
# get the vehicle fixed by a mechanic
end
def log_start_failure
# log a failed attempt to start the vehicle
end
end
Note the comment made on the initialize
method in the class. In order for
state machine attributes to be properly initialized, super()
must be called.
See StateMachines:MacroMethods
for more information about this.
Using the above class as an example, you can interact with the state machine like so:
vehicle = Vehicle.new # => #<Vehicle:0xb7cf4eac @state="parked", @seatbelt_on=false>
vehicle.state # => "parked"
vehicle.state_name # => :parked
vehicle.human_state_name # => "parked"
vehicle.parked? # => true
vehicle.can_ignite? # => true
vehicle.ignite_transition # => #<StateMachines:Transition attribute=:state event=:ignite from="parked" from_name=:parked to="idling" to_name=:idling>
vehicle.state_events # => [:ignite]
vehicle.state_transitions # => [#<StateMachines:Transition attribute=:state event=:ignite from="parked" from_name=:parked to="idling" to_name=:idling>]
vehicle.speed # => 0
vehicle.moving? # => false
vehicle.ignite # => true
vehicle.parked? # => false
vehicle.idling? # => true
vehicle.speed # => 10
vehicle # => #<Vehicle:0xb7cf4eac @state="idling", @seatbelt_on=true>
vehicle.shift_up # => true
vehicle.speed # => 10
vehicle.moving? # => true
vehicle # => #<Vehicle:0xb7cf4eac @state="first_gear", @seatbelt_on=true>
# A generic event helper is available to fire without going through the event's instance method
vehicle.fire_state_event(:shift_up) # => true
# Call state-driven behavior that's undefined for the state raises a NoMethodError
vehicle.speed # => NoMethodError: super: no superclass method `speed' for #<Vehicle:0xb7cf4eac>
vehicle # => #<Vehicle:0xb7cf4eac @state="second_gear", @seatbelt_on=true>
# The bang (!) operator can raise exceptions if the event fails
vehicle.park! # => StateMachines:InvalidTransition: Cannot transition state via :park from :second_gear
# Generic state predicates can raise exceptions if the value does not exist
vehicle.state?(:parked) # => false
vehicle.state?(:invalid) # => IndexError: :invalid is an invalid name
# Namespaced machines have uniquely-generated methods
vehicle.alarm_state # => 1
vehicle.alarm_state_name # => :active
vehicle.can_disable_alarm? # => true
vehicle.disable_alarm # => true
vehicle.alarm_state # => 0
vehicle.alarm_state_name # => :off
vehicle.can_enable_alarm? # => true
vehicle.alarm_off? # => true
vehicle.alarm_active? # => false
# Events can be fired in parallel
vehicle.fire_events(:shift_down, :enable_alarm) # => true
vehicle.state_name # => :first_gear
vehicle.alarm_state_name # => :active
vehicle.fire_events!(:ignite, :enable_alarm) # => StateMachines:InvalidTransition: Cannot run events in parallel: ignite, enable_alarm
# Human-friendly names can be accessed for states/events
Vehicle.human_state_name(:first_gear) # => "first gear"
Vehicle.human_alarm_state_name(:active) # => "active"
Vehicle.human_state_event_name(:shift_down) # => "shift down"
Vehicle.human_alarm_state_event_name(:enable) # => "enable"
# States / events can also be references by the string version of their name
Vehicle.human_state_name('first_gear') # => "first gear"
Vehicle.human_state_event_name('shift_down') # => "shift down"
# Available transition paths can be analyzed for an object
vehicle.state_paths # => [[#<StateMachines:Transition ...], [#<StateMachines:Transition ...], ...]
vehicle.state_paths.to_states # => [:parked, :idling, :first_gear, :stalled, :second_gear, :third_gear]
vehicle.state_paths.events # => [:park, :ignite, :shift_up, :idle, :crash, :repair, :shift_down]
# Find all paths that start and end on certain states
vehicle.state_paths(:from => :parked, :to => :first_gear) # => [[
# #<StateMachines:Transition attribute=:state event=:ignite from="parked" ...>,
# #<StateMachines:Transition attribute=:state event=:shift_up from="idling" ...>
# ]]
# Skipping state_machine and writing to attributes directly
vehicle.state = "parked"
vehicle.state # => "parked"
vehicle.state_name # => :parked
# *Note* that the following is not supported (see StateMachines:MacroMethods#state_machine):
# vehicle.state = :parked
Every event defined for a state machine generates an instance method on the class that allows the event to be explicitly triggered. Most of the examples in the state_machine documentation use this technique. However, with some types of integrations, like ActiveRecord, you can also implicitly fire events by setting a special attribute on the instance.
Suppose you're using the ActiveRecord integration and the following model is defined:
class Vehicle < ActiveRecord::Base
state_machine initial: :parked do
event :ignite do
transition parked: :idling
end
end
end
To trigger the ignite
event, you would typically call the Vehicle#ignite
method like so:
vehicle = Vehicle.create # => #<Vehicle id=1 state="parked">
vehicle.ignite # => true
vehicle.state # => "idling"
This is referred to as an explicit event transition. The same behavior can also be achieved implicitly by setting the state event attribute and invoking the action associated with the state machine. For example:
vehicle = Vehicle.create # => #<Vehicle id=1 state="parked">
vehicle.state_event = 'ignite' # => 'ignite'
vehicle.save # => true
vehicle.state # => 'idling'
vehicle.state_event # => nil
As you can see, the ignite
event was automatically triggered when the save
action was called. This is particularly useful if you want to allow users to
drive the state transitions from a web API.
See each integration's API documentation for more information on the implicit approach.
In all of the examples used throughout the documentation, you'll notice that states and events are almost always referenced as symbols. This isn't a requirement, but rather a suggested best practice.
You can very well define your state machine with Strings like so:
class Vehicle
state_machine initial: 'parked' do
event 'ignite' do
transition 'parked' => 'idling'
end
# ...
end
end
You could even use numbers as your state / event names. The important thing to keep in mind is that the type being used for referencing states / events in your machine definition must be consistent. If you're using Symbols, then all states / events must use Symbols. Otherwise you'll encounter the following error:
class Vehicle
state_machine do
event :ignite do
transition parked: 'idling'
end
end
end
# => ArgumentError: "idling" state defined as String, :parked defined as Symbol; all states must be consistent
There is an exception to this rule. The consistency is only required within the definition itself. However, when the machine's helper methods are called with input from external sources, such as a web form, state_machine will map that input to a String / Symbol. For example:
class Vehicle
state_machine initial: :parked do
event :ignite do
transition parked: :idling
end
end
end
v = Vehicle.new # => #<Vehicle:0xb71da5f8 @state="parked">
v.state?('parked') # => true
v.state?(:parked) # => true
Note that none of this actually has to do with the type of the value that gets stored. By default, all state values are assumed to be string -- regardless of whether the state names are symbols or strings. If you want to store states as symbols instead you'll have to be explicit about it:
class Vehicle
state_machine initial: :parked do
event :ignite do
transition parked: :idling
end
states.each do |state|
self.state(state.name, :value => state.name.to_sym)
end
end
end
v = Vehicle.new # => #<Vehicle:0xb71da5f8 @state=:parked>
v.state?('parked') # => true
v.state?(:parked) # => true
Although state_machine introduces a simplified syntax, it still remains backwards compatible with previous versions and other state-related libraries by providing some flexibility around how transitions are defined. See below for an overview of these syntaxes.
In general, it's recommended that state machines use the implicit syntax for
transitions. However, you can be a little more explicit and verbose about
transitions by using the :from
, :except_from
, :to
,
and :except_to
options.
For example, transitions and callbacks can be defined like so:
class Vehicle
state_machine initial: :parked do
before_transition from: :parked, except_to: :parked, do: :put_on_seatbelt
after_transition to: :parked do |transition|
self.seatbelt = 'off' # self is the record
end
event :ignite do
transition from: :parked, to: :idling
end
end
end
Some flexibility is provided around the context in which transitions can be defined. In almost all examples throughout the documentation, transitions are defined within the context of an event. If you prefer to have state machines defined in the context of a state either out of preference or in order to easily migrate from a different library, you can do so as shown below:
class Vehicle
state_machine initial: :parked do
...
state :parked do
transition to: :idling, :on => [:ignite, :shift_up], if: :seatbelt_on?
def speed
0
end
end
state :first_gear do
transition to: :second_gear, on: :shift_up
def speed
10
end
end
state :idling, :first_gear do
transition to: :parked, on: :park
end
end
end
In the above example, there's no need to specify the from
state for each
transition since it's inferred from the context.
You can also define transitions completely outside the context of a particular state / event. This may be useful in cases where you're building a state machine from a data store instead of part of the class definition. See the example below:
class Vehicle
state_machine initial: :parked do
...
transition parked: :idling, :on => [:ignite, :shift_up]
transition first_gear: :second_gear, second_gear: :third_gear, on: :shift_up
transition [:idling, :first_gear] => :parked, on: :park
transition [:idling, :first_gear] => :parked, on: :park
transition all - [:parked, :stalled]: :stalled, unless: :auto_shop_busy?
end
end
Notice that in these alternative syntaxes:
- You can continue to configure
:if
and:unless
conditions - You can continue to define
from
states (when in the machine context) using theall
,any
, andsame
helper methods
In most cases, the definition of a state machine is static. That is to say, the states, events and possible transitions are known ahead of time even though they may depend on data that's only known at runtime. For example, certain transitions may only be available depending on an attribute on that object it's being run on. All of the documentation in this library define static machines like so:
class Vehicle
state_machine :state, initial: :parked do
event :park do
transition [:idling, :first_gear] => :parked
end
...
end
end
However, there may be cases where the definition of a state machine is dynamic. This means that you don't know the possible states or events for a machine until runtime. For example, you may allow users in your application to manage the state machine of a project or task in your system. This means that the list of transitions (and their associated states / events) could be stored externally, such as in a database. In a case like this, you can define dynamically-generated state machines like so:
class Vehicle
attr_accessor :state
# Make sure the machine gets initialized so the initial state gets set properly
def initialize(*)
super
machine
end
# Replace this with an external source (like a db)
def transitions
[
{parked: :idling, on: :ignite},
{idling: :first_gear, first_gear: :second_gear, on: :shift_up}
# ...
]
end
# Create a state machine for this vehicle instance dynamically based on the
# transitions defined from the source above
def machine
vehicle = self
@machine ||= Machine.new(vehicle, initial: :parked, action: :save) do
vehicle.transitions.each {|attrs| transition(attrs)}
end
end
def save
# Save the state change...
true
end
end
# Generic class for building machines
class Machine
def self.new(object, *args, &block)
machine_class = Class.new
machine = machine_class.state_machine(*args, &block)
attribute = machine.attribute
action = machine.action
# Delegate attributes
machine_class.class_eval do
define_method(:definition) { machine }
define_method(attribute) { object.send(attribute) }
define_method("#{attribute}=") {|value| object.send("#{attribute}=", value) }
define_method(action) { object.send(action) } if action
end
machine_class.new
end
end
vehicle = Vehicle.new # => #<Vehicle:0xb708412c @state="parked" ...>
vehicle.state # => "parked"
vehicle.machine.ignite # => true
vehicle.machine.state # => "idling
vehicle.state # => "idling"
vehicle.machine.state_transitions # => [#<StateMachines:Transition ...>]
vehicle.machine.definition.states.keys # => :first_gear, :second_gear, :parked, :idling
As you can see, state_machine provides enough flexibility for you to be able to create new machine definitions on the fly based on an external source of transitions.
Ruby versions officially supported and tested:
- Ruby (MRI) 2.0.0+
- JRuby
- Rubinius
For graphing state machine:
For documenting state machines:
- Add matchers/assertions for rspec and minitest
- Fork it ( https://github.com/state-machines/state_machines/fork )
- Create your feature branch (
git checkout -b my-new-feature
) - Commit your changes (
git commit -am 'Add some feature'
) - Push to the branch (
git push origin my-new-feature
) - Create a new Pull Request