Part One demonstrated how to build states and transitions. If you go ahead and add some actions to that and you’ll have a truly useful Statemachine.
Actions
Actions allow Statemachines to perform operations at various point during execution. There are two models for incorporating actions into Statemachines:
- Mealy: A Mealy machine performs actions on transitions. Each transition in a Statemachine may invoke a unique action.
- Moore: A Moore machine performs actions when entering a state. Each state may have it’s own entry action.
Mealy and Moore machines each have advantages and disadvantages. But one great advantage of both it that they are not mutually exclusive. If we use both models, and toss in some exit actions, we’ve got it made!
An Example
Remember the vending machine Statemachine. It had some problems. Adding some actions will solve many of them. Here’s the same Statemachine with actions.
You can see I’ve added three transition actions (the Mealy type). Check out the transition from Waiting
to Paid
. When this transition is triggered the activate
action will be called which will activate the hardware that dispenses goodies.
Also, when a selection is made, transitioning from Paid
to Waiting
, the release action will cause the hardware to release the selected product.
Finally, this version of the vending machine won’t steal your money any more. When an extra dollar is inserted, the refund
event is invoked and the dollar is refunded.
Notice that the Waiting
state has an entry action (Moore type) and an exit action. When ever the Waiting
states is entered, the sales_mode
action is invoked. The intent of this action is to make the vending machine blink or flash or scroll text; whatever it takes to attract customers.
When the Waiting
state is exited, the vending will go into operation_mode where all the blinking stops so the customer do business.
Implementation
Here’s how the new vending machine can be implemented in Ruby:
There are several new tricks to learn here. First is the state
method. This is the formal syntax for declaring a state. The informal syntax is the trans method which we’ve already seen.
The state
method requires the state id and an option block. Every method invoked within the block is applied to the state being declared.
With a state
block you may declare events, entry actions, and exit actions. The event
method is used to declare transition out of the current state. Its parameters are the event, destination state, and an optional action.
The on_entry
and on_exit
methods are straight forward. They take one parameter: an action. (See below for more on action syntax)
After the waiting
state declaration we see the familiar calls to trans
. The trans
method takes an option 4th action parameter. You can see that the release
and refund
actions were added this way.
Context
The final line sets the context of the Statemachine. This is an interesting aspect. Every Statemachine may have a context and if your Statemachine has actions, you should definitely give it a context. Every action of a Statemachine will be executed within its context object. We’ll discuss this more later.
Here is a simple context for the vending machine Statemachine:
Action Declarations
With the Statemachine gem, actions can be declared in any of three forms: Symbols, String, or Block.
When the action is a Symbol, (on_entry :sales_mode)
it is assumes that there is a method by the same name on the context class.
This method will be invoked. Any parameters in with the event will be passed along to the invoked method.
String actions
should contains ruby code (on_entry "puts 'entering sales mode'")
. The string will use invoked with in the context object using instance_eval
. Strings allow quick and dirty actions without the overhead of defining methods on your context
class.
The disadvantage of String actions is that they cannot accept parameters.
If the action is a Proc
(on_entry Proc.new {puts 'entering sales mode'})
, it will be called within the context of the context
. Proc
actions are also nice for quick and dirty actions.
They can accept parameters and are preferred to String
actions, unless you want to marshal your Statemachine. Using one Proc
actions will prevent the entire Statemachine from being marhsal-able.
Execution
For kicks let’s put this Statemachine thought a few events.
Here’s the output:
That sums it up for actions. Next, we’ll talk about how do deal with conditional login in your Statemachine.