StateMachine
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StateMachine

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What is a state machine?

A state machine is a computational model used to design systems that can be in one of a finite number of states at any given time. It consists of a set of states, transitions between those states, and actions that occur as a result of those transitions. The machine begins in an initial state and changes states based on input or events, following predefined rules. State machines are useful for modeling behaviors in various fields such as software development, digital circuit design, and robotics, allowing for clear and organized representation of complex processes and decision logic.

Implementations

Implementation 1 (57 LOC)

This is a basic implementation of a state machine using a transition table. It handles events and transitions between states, performing associated actions.

Implementation 2 (92 LOC)

This implementation adds enter and leave actions for each state, allowing for more control over the state transitions.

Implementation 3 (97 LOC)

This implementation introduces guards, which are conditions that must be met for a transition to occur, adding another layer of control to state transitions.

Examples

Example 1

stateDiagram-v2
state0 --> state1 : event1 / action1
state1 --> state2 : event2 / action2
state2 --> state1 : event1 / action1

Here, we use the first implementation of our state machine to transition between states and perform actions.

#include <iostream>
enum class state {
state0,
state1,
state2
};
enum class event {
event1,
event2
};
static std::string to_string(const state &state) {
switch (state) {
case state::state0:
return "state0";
case state::state1:
return "state1";
case state::state2:
return "state2";
}
return "unknown";
}
namespace action {
const auto action1 = []() { std::cout << "action1" << std::endl; };
const auto action2 = []() { std::cout << "action2" << std::endl; };
}// namespace action
int main() {
{{state::state0, event::event1}, {action::action1, state::state1}},
{{state::state1, event::event2}, {action::action2, state::state2}},
{{state::state2, event::event1}, {action::action1, state::state1}},
};
state_machine_t<state, event> sm(state::state0, tt);
std::cout << to_string(sm.get_state()) << std::endl;
sm.handle_event(event::event1);
std::cout << to_string(sm.get_state()) << std::endl;
sm.handle_event(event::event2);
std::cout << to_string(sm.get_state()) << std::endl;
sm.handle_event(event::event1);
std::cout << to_string(sm.get_state()) << std::endl;
return 0;
}
std::vector< transition_t< state_t, event_t > > transition_table_t
Definition: StateMachine1.hpp:39
Definition: StateMachine1.hpp:42
state0
action1
state1
action2
state2
action1
state1

Example 2

stateDiagram-v2
state0 --> state1 : event1 / action1
state1 --> state2 : event2 / action2
state2 --> state1 : event1 / action1

Here, we use the second implementation to add enter and leave actions, showing more advanced state transitions.

#include <iostream>
enum class state {
state0,
state1,
state2
};
enum class event {
event1,
event2
};
static std::string to_string(const state &state) {
switch (state) {
case state::state0:
return "state0";
case state::state1:
return "state1";
case state::state2:
return "state2";
}
return "unknown";
}
namespace action {
const auto action1 = []() { std::cout << "action1" << std::endl; };
const auto action2 = []() { std::cout << "action2" << std::endl; };
}// namespace action
int main() {
{{state::state0, event::event1}, {action::action1, state::state1}},
{{state::state1, event::event2}, {action::action2, state::state2}},
{{state::state2, event::event1}, {action::action1, state::state1}},
};
state_machine_t<state, event> sm(state::state0, tt);
std::cout << to_string(sm.get_state()) << std::endl;
sm.set_enter_action(state::state1, []() { std::cout << "enter_action1" << std::endl; });
sm.set_leave_action(state::state1, []() { std::cout << "leave_action1" << std::endl; });
sm.handle_event(event::event1);
std::cout << to_string(sm.get_state()) << std::endl;
sm.handle_event(event::event2);
std::cout << to_string(sm.get_state()) << std::endl;
sm.handle_event(event::event1);
std::cout << to_string(sm.get_state()) << std::endl;
return 0;
}
state0
action1
enter_action1
state1
leave_action1
action2
state2
action1
enter_action1
state1

Example 3

stateDiagram-v2
state0 --> state1 : event1 / guard1, action1
state1 --> state2 : event2 / guard2, action2
state2 --> state1 : event1 / guard3, action1

Here, we use the third implementation to demonstrate the use of guards, which allow or prevent transitions based on conditions.

#include <iostream>
enum class state {
state0,
state1,
state2
};
enum class event {
event1,
event2
};
static std::string to_string(const state &state) {
switch (state) {
case state::state0:
return "state0";
case state::state1:
return "state1";
case state::state2:
return "state2";
}
return "unknown";
}
namespace action {
const auto action1 = []() { std::cout << "action1" << std::endl; };
const auto action2 = []() { std::cout << "action2" << std::endl; };
}// namespace action
namespace guard {
const auto guard1 = []() { return true; };
const auto guard2 = []() { return true; };
const auto guard3 = []() { return false; };
}// namespace guard
int main() {
{{state::state0, event::event1}, {guard::guard1, action::action1, state::state1}},
{{state::state1, event::event2}, {guard::guard2, action::action2, state::state2}},
{{state::state2, event::event1}, {guard::guard3, action::action1, state::state1}},
};
state_machine_t<state, event> sm(state::state0, tt);
std::cout << to_string(sm.get_state()) << std::endl;
sm.set_enter_action(state::state1, []() { std::cout << "enter_action1" << std::endl; });
sm.set_leave_action(state::state1, []() { std::cout << "leave_action1" << std::endl; });
sm.handle_event(event::event1);
std::cout << to_string(sm.get_state()) << std::endl;
sm.handle_event(event::event2);
std::cout << to_string(sm.get_state()) << std::endl;
sm.handle_event(event::event1);
std::cout << to_string(sm.get_state()) << std::endl;
return 0;
}
state0
action1
enter_action1
state1
leave_action1
action2
state2
state2

How to Build

Linux & macOS

git clone https://github.com/microsoft/vcpkg.git ~/vcpkg
~/vcpkg/bootstrap-vcpkg.sh
git clone https://github.com/xorz57/StateMachine.git
cd StateMachine
cmake -B build -DCMAKE_BUILD_TYPE=Release -S . -DCMAKE_TOOLCHAIN_FILE=~/vcpkg/scripts/buildsystems/vcpkg.cmake
cmake --build build --config Release
ctest --build-config Release

Windows

git clone https://github.com/microsoft/vcpkg.git C:/vcpkg
C:/vcpkg/bootstrap-vcpkg.bat
C:/vcpkg/vcpkg.exe integrate install
git clone https://github.com/xorz57/StateMachine.git
cd StateMachine
cmake -B build -DCMAKE_BUILD_TYPE=Release -S . -DCMAKE_TOOLCHAIN_FILE=C:/vcpkg/scripts/buildsystems/vcpkg.cmake
cmake --build build --config Release
ctest --build-config Release