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Fast, easy Javascript finite state machines with visualizations; enjoy a one liner FSM instead of pages. MIT; Typescripted; 100% test coverage. Implements the FSL language.

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Easy. Small. Fast. TS, es6, es5. Node, Browser. 100% coverage. Propertytests. Fuzz tests. Language tests for a dozen languages and emoji. Easy toshare online. Easy to embed.

Readable, useful state machines as one-liner strings.

5,072 tests, run 5,963 times.

  • 5,063 specs with 100.0% coverage.
  • 9 fuzz tests with 12.4% coverage.

With 3,007 lines, that's about 1.7 tests per line, or 2.0 generated tests per line.

Meet your new state machine library.

Discord community -Documentation -Issue tracker -CI build history

Discord community



Wouldn't it be nice if your TypeScript and Javascript state machines were simple and readable one-liners?

import{sm}from'jssm';constTrafficLight=sm`Red -> Green -> Yellow -> Red;`;

Wouldn't it be great if they were easy to work with?

constlog=s=>console.log(s);log(TrafficLight.state());// 'Red'Machine.transition('Green');// truelog(TrafficLight.state());// 'Green'

What if the notation supported action names easily?

constTLWA=sm`Red 'next' -> Green 'next' -> Yellow 'next' -> Red;`;// TLWA = Traffic Light With Actionslog(TLWA.state());// 'Red'TLWA.action('next');// truelog(TLWA.state());// 'Green'TLWA.action('next');// truelog(TLWA.state());// 'Yellow'TLWA.action('next');// truelog(TLWA.state());// 'Red'

What if integration with the outside was straightforward?

constMTL=sm`Red 'next' -> Green 'next' -> Yellow 'next' -> Red;`// MTL = More Traffic Lights.hook('Red','Green',()=>log('GO GO GO'))// node will jump the gun when you hit return, though.hook_entry('Red',()=>log('STOP'));// so put it on one line in nodelog(MTL.state());// 'Red'MTL.action('next');// true, console logs 'GO GO GO'log(MTL.state());// 'Green'MTL.action('next');// truelog(MTL.state());// 'Yellow'MTL.action('next');// true, console logs 'STOP'log(MTL.state());// 'Red'

What if the machine followed JS standards, and distinguished refusals asfalse from mistakes asthrown?

constATL=sm`Red -> Green -> Yellow -> Red;`;// ATL = Another Traffic Lightlog(ATL.state());// 'Red' - uses 1st state unless told otherwiseATL.transition('Yellow');// false (Yellow isn't allowed from Red)ATL.transition('Blue');// throws (Blue isn't a state at all)

What if there were easy convenience notations for lists, and for designating main-path=> vs available path-> vsonly-when-forced~> ?

constTrafficLightWithOff=sm`  Red => Green => Yellow => Red;  [Red Yellow Green] ~> Off -> Red;`;

What if that were easy to render visually?

constTrafficLightWithOff=sm`  Red => Green => Yellow => Red;  [Red Yellow Green] ~> Off -> Red;`;


What if that were easy to render visually, with styling, in PNG, JPEG, or SVG?

constTrafficLightWithOff=sm`  Red => Green => Yellow => Red;  [Red Yellow Green] ~> Off -> Red;  flow: left;  state Red    : { background-color: pink;        corners: rounded; };  state Yellow : { background-color: lightyellow; corners: rounded; };  state Green  : { background-color: lightgreen;  corners: rounded; };  state Off : {    background-color : steelblue;    text-color       : white;    shape            : octagon;    linestyle        : dashed;  };`;


What if the machine was lighting fast, able to do tens of millions of transitions per second?


  • What if the machine and language hadextensive 100% test coveragewiththousands of cases?
  • What if the machine gave extensive Typescript introspection support?
  • What if the machine had been around and active since May 2017?
  • What if the machine was MIT licensed, end to end?

But, above all else:

What if it was easy?



Introducing JSSM

Meet JSSM: theJavascriptStateMachine.

State machines can make your code cleaner, safer, and more trustworthy.

And, with the right language, state machines can be easy and fun.

TRY THE LIVE EDITOR


What is JSSM?

JSSM is a Javascript state machine implementingFinite State Language, with a terse DSL and a simple API.100% test coverage; typed with Flowtype. MIT licensed.

The NPM package includes purees6, acjs es5 bundle, and.d.ts typings. The repository includes the original typescript, the bundle, the es6, documentation, tests, tutorials, and so on.

Try it live!

Visualize withjssm-viz, or at the command line withjssm-viz-cli.

Language test cases for Belorussian, English, German, Hebrew, Italian, Russian, Spanish, Ukrainian, and Emoji. Please help to make sure that your language is well handled!

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TL;DR

Specify finite state machines with a brief syntax. Run them; they're fast. Make mistakes; they're strict. Derivecharts. Save and load states, and histories. Make machine factories to churn out dozens or thousands of instances.Impress friends and loved ones. Cure corns and callouses.

Red 'Proceed' -> Green 'Proceed' -> Yellow 'Proceed' -> Red;

This will produce the following FSM (graphed withjssm-viz):

You'll build an executable state machine.



Why

As usual, a valid question.


Why state machines

State machines are a method of making your software better able to prevent illegal states. Similar to type systems, SQLconstraints, and linters, state machines are a way to teach the software to catch mistakes in ways you define, to helplead to better software.

The major mechanism of a state machine is to definestates, thetransitions between them, and sometimes associateddata and other niceties. The minor mechanism of state machines is to attachactions to the transitions, such thatthe state machine can partially run itself.

So, to look at the same traffic light as above, you'll notice some things.

  1. A sufficiently smart implementation will know that it's okay forGreen to switch toYellow, but not toRed
  2. A sufficiently smart implementation knows there's no such thing asBlue
  3. A sufficiently smart implementation knows that when inGreen, to be told toProceed means to go toYellow, butwhen inYellow, it means to go toRed instead

Along with other common sense things, a good state machine implementation can help eliminate large classes of error insoftware. State machines are often applied when the stakes on having things correct are high.


Why this implementation

Brevity.

High quality testing. JSSM has 100% coverage, and has partial stochastic test coverage.

Feature parity, especially around the DSL and data control.

Data integrity. JSSM allows a much stricter form of state machine than is common, with a relatively low performanceand storage overhead. It also offers an extremely terse domain specific language (though it does not require said DSL)to produce state machines in otherwise comparatively tiny and easily read code.



Quick Start

A state machine inJSSM is defined in one of two ways: through the DSL, or through a datastructure.

So yeah, let's start by getting some terminology out of the way, and then we can go right back to that impenetrablesentence, so that it'll make sense.


Quick Terminology

Finite state machines have been around forever, are used by everyone, and are hugely important. As a result, theterminology is a mess, is in conflict, and is very poorly chosen, in accordince with everything-is-horrible law.

This section describes the terminologyas used by this library. The author has done his best to choose a terminologythat matches common use and will be familiar to most. Conflicts are explained in the following section, to keep thissimple.

For this quick overview, we'll define six basic concepts:

  1. Finite state machines
  2. Machines
  3. States
  4. Current state
  5. Transitions
  6. Actions

There's other stuff, of course, but these five are enough to wrap your head aroundfinite state machines.


Basic concepts

This is a trivial traffic lightFSM, with three states, three transitions, and one action:

Red 'Proceed' -> Green 'Proceed' -> Yellow 'Proceed' -> Red;

Let's review its pieces.

  • finite state machines

    • Afinite state machine (orFSM) is a collection ofstates, and rules about how you cantransition betweenthestates.
    • We tend to refer to a design for a machine as "anFSM."
    • In this example, the traffic light's structure is "a traffic lightFSM."
  • states

    • FSMs always have at least onestate, and nearly always manystates
    • In this example,
      • thestates areRed,Yellow, andGreen
      • Something made from thisFSM will only ever be one of those colors - not, say,Blue
  • machines

    • Single instances of anFSM are referred to as amachine
    • We might have a thousand instances of the traffic light designed above
    • We would say "My intersection has fourmachines of the standard three color lightFSM."
  • current state

    • Amachine has acurrent state, though anFSM does not
      • "This specific traffic light is currentlyRed"
    • Traffic lights in general do not have a current color, only specific lights
    • FSMs do not have a current state, only specificmachines
    • A givenmachine will always have exactly onestate - never multiple, never none
  • transitions

    • FSMs nearly always havetransitions
    • Transitions govern whether astate may be reached from anotherstate
      • This restriction is much of the value ofFSMs
    • In this example,
      • thetransitions are
        • GreenYellow
        • YellowRed
        • RedGreen
      • amachine whosecurrent state isGreen may switch toYellow, because there is an appropriate transition
      • amachine whosecurrent state isGreen may not switch toRed, or toGreen anew, because there is nosuch transition
        • Amachine inYellow which is told totransition toGreen (which isn't legal) will know to refuse
        • This makesFSMs an effective tool for error prevention
  • actions

    • ManyFSMs haveactions, which represent events from the outside world.
    • In this example, there is only one action -Proceed
      • TheactionProceed is available from all three colors
    • At any time we may indicate to this light to go to its next color, withouttaking the time to know what it is.
      • This allowsFSMs like the light to self-manage.
      • Amachine inYellow which is told to take theactionProceed willknow on its own to switch itscurrent state toRed.
      • This makesFSMs an effective tool for complexity reduction

Those six ideas in hand -FSMs,states,machines,current state,transitions, andactions - and you're readyto move forwards.

One other quick definition - aDSL, ordomain specific language, is when someone makes a language and embeds it intoa different language, for the purpose of attacking a specific job. WhenReact uses a precompiler to embed stuff thatlooks like HTML in Javascript, that's a DSL.

This library implements a simple language fordefining finite state machines inside of strings. For example, thisDSL defines that'a -> b;' actually means "create two states, create a transition between them, assign the first asthe initial state", et cetera. That micro-language is theDSL that we'll be referring to a lot, coming up. ThisDSL's parser's original name wasjssm-dot, because it's a descendant-in-spirit of an older flowcharting languageDOT, fromgraphviz, which is also used to make thevisualizations injssm-viz by way ofviz-js.

Enough history lesson. On with the tooling.


And now, that Quick Start we were talking about

So let's put together a trivial four-state traffic light: the three colors, plusOff. This will give us anopportunity to go over the basic facilities in the language.

At any time, you can take the code and put it into thegraph explorer for an opportunity to mess with thecode as you see fit.


0: Lights always have an off state

Our light will start in theOffstate, with the ability to switch to theRedstate.

Since that's a normal, not-notable thing, we'll just make it a regular-> legal transition.

Off -> Red;

We will give thattransition anaction, and call itTurnOn.

Off 'TurnOn' -> Red;

So far, our machine is simple:


1: Traffic lights have a three-color cycle

The main path of a traffic light is cycling fromGreen toYellow, then toRed, then back again. Becausethis is the main path, we'll mark these steps=> main transitions.

Off 'TurnOn' -> Red => Green => Yellow => Red;

We will give those all the same action name,Proceed, indicating "next color" without needing to know what we'recurrently on.

Off 'TurnOn' -> Red 'Proceed' => Green 'Proceed' => Yellow 'Proceed' => Red;

Machine's still pretty simple:


2: Traffic lights can be shut down

We'd also like to be able to turn this light back off. Because that's expected to be a rarity, we'll require that itbe a~> forced transition.

We could write

Off 'TurnOn' -> Red 'Proceed' => Green 'Proceed' => Yellow 'Proceed' => Red;Red ~> Off;Yellow ~> Off;Green ~> Off;

But that takes a lot of space even with this short list, so, instead we'll use the array notation

Off 'TurnOn' -> Red 'Proceed' => Green 'Proceed' => Yellow 'Proceed' => Red;[Red Yellow Green] ~> Off;

And we'd like those all to have the actionTurnOff, so

Off 'TurnOn' -> Red 'Proceed' => Green 'Proceed' => Yellow 'Proceed' => Red;[Red Yellow Green] 'TurnOff' ~> Off;

Machine's still not too bad:


Let's actually use the traffic light

That's actually the bulk of the language. There are other little add-ons here and there, but, primarily you now knowhow to write a state machine.

Let's load it and use it! 😀

loading into node

loading into html

jssm-viz

redistribution on npm


An introduction to machine design

Let's make astate machine for ATMs. In the process, we will use a lot of core concepts offinite state machinesand offsl, this library'sDSL.

We're going to improve on thisNCSU ATM diagram that Ifound:

Remember, at any time, you can take the code and put it into thegraph explorer for an opportunity to mess with thecode as you see fit.


0: Empty machine

We'll start with anempty machine.

EmptyWaiting 'Wait' -> EmptyWaiting;


1: Should be able to eject cards

We'll add the ability to physically eject the user's card and reset to the empty and waiting state. Right now it'lldangle around un-used at the top, but later it'll become useful.

This is expressed as the pathEjectCardAndReset -> EmptyWaiting;

EmptyWaiting 'Wait' -> EmptyWaiting;EjectCardAndReset -> EmptyWaiting;


2: Should be able to insert cards

We'll add the ability to physically insert a card, next. You know, the, uh, thing ATMs are pretty much for.

To get this, add the path legEmptyWaiting 'InsertCard' -> HasCardNoAuth;

EmptyWaiting 'Wait' -> EmptyWaiting 'InsertCard' -> HasCardNoAuth;EjectCardAndReset -> EmptyWaiting;

Notice that the newstate,HasCardNoAuth, has been rendered red. This is because it isterminal - there isno exit from this node currently. (EmptyAndWaiting did not render that way because it had a transition to itself.)That will change as we go back to adding more nodes.terminal nodes are usually either mistakes or the last singlestate of a givenFSM.


3: Should be able to cancel and recover the card

Next, we should have a cancel, because the ATM's 7 key is broken, and we need our card back. Cancel willexit to the main menu, and return our card credential.

To that end, we add the pathHasCardNoAuth 'CancelAuthReturnCard' -> EjectCardAndReset;

EmptyWaiting 'Wait' -> EmptyWaiting 'InsertCard' -> HasCardNoAuth;HasCardNoAuth 'CancelAuthReturnCard' -> EjectCardAndReset;EjectCardAndReset -> EmptyWaiting;


4: Can give the wrong PIN

Next, let's give the ability to get the password ... wrong. 😂 Because we all know that one ATM that only has thewrong-PIN path, so, apparently that's a product to someone.

When they get the PIN wrong, they're prompted to try again (or to cancel.)

We'll add the pathHasCardNoAuth 'WrongPIN' -> HasCardNoAuth;

EmptyWaiting 'Wait' -> EmptyWaiting 'InsertCard' -> HasCardNoAuth;HasCardNoAuth 'CancelAuthReturnCard' -> EjectCardAndReset;HasCardNoAuth 'WrongPIN' -> HasCardNoAuth;EjectCardAndReset -> EmptyWaiting;


5: Can give the correct PIN

Next, let's give the ability to get the password right.

We'll add two paths. The first gets the password right:HasCardNoAuth 'RightPIN' -> MainMenu;

The second, from our newstateMainMenu, gives people the ability to leave:MainMenu 'ExitReturnCard' -> EjectCardAndReset;

EmptyWaiting 'Wait' -> EmptyWaiting 'InsertCard' -> HasCardNoAuth;HasCardNoAuth 'CancelAuthReturnCard' -> EjectCardAndReset;HasCardNoAuth 'WrongPIN' -> HasCardNoAuth;HasCardNoAuth 'RightPIN' -> MainMenu;MainMenu 'ExitReturnCard' -> EjectCardAndReset;EjectCardAndReset -> EmptyWaiting;


6: Can check balance from main menu

Hooray, now we're getting somewhere.

Let's add the ability to check your balance. First pick that from the main menu, then pick which account to see thebalance of, then you're shown a screen with the information you requested; then go back to the main menu.

That'sMainMenu 'CheckBalance' -> PickAccount -> DisplayBalance -> MainMenu;.

EmptyWaiting 'Wait' -> EmptyWaiting 'InsertCard' -> HasCardNoAuth;HasCardNoAuth 'CancelAuthReturnCard' -> EjectCardAndReset;HasCardNoAuth 'WrongPIN' -> HasCardNoAuth;HasCardNoAuth 'RightPIN' -> MainMenu;MainMenu 'ExitReturnCard' -> EjectCardAndReset;MainMenu 'CheckBalance' -> PickAccount -> DisplayBalance -> MainMenu;EjectCardAndReset -> EmptyWaiting;


7: Can deposit money from main menu

Let's add something difficult. Their state machine just proceeds assuming everything is okay.

To desposit money:

  1. Accept physical money
  2. If accept failed (eg door jammed,) reject physical object, go to main menu
  3. If accept succeeded, ask human expected value
  4. Pick an account this should go into
  5. Contact bank. Request to credit for theoretical physical money.
  6. Three results: yes, no, offer-after-audit.
  7. If no, reject physical object, go to main menu.
  8. If yes, consume physical object, tell user consumed, go to main menu
  9. If offer-after-audit, ask human what to do
  10. if human-yes, consume physical object, tell user consumed, go to main menu
  11. if human-no, reject physical object, go to main menu

Writing this out in code is not only generally longer than the text form, but also error prone and hard to maintain.

... or there's theFSMDSL, which is usually as-brief-as the text, and frequently both briefer and more explicit.

  • Rules 1-2:MainMenu 'AcceptDeposit' -> TentativeAcceptMoney 'AcceptFail' -> RejectPhysicalMoney -> MainMenu;
  • Rules 3-6:TentativeAcceptMoney 'AcceptSucceed' -> PickDepositAccount -> RequestValue 'TellBank' -> BankResponse;
  • Rule 7:BankResponse 'BankNo' -> RejectPhysicalMoney;
  • Rule 8:BankResponse 'BankYes' -> ConsumeMoney -> NotifyConsumed -> MainMenu;
  • Rules 9-10:BankResponse 'BankAudit' -> BankAuditOffer 'HumanAcceptAudit' -> ConsumeMoney;
  • Rule 11:BankAuditOffer 'HumanRejectAudit' -> RejectPhysicalMoney;

Or, as a block,

MainMenu 'AcceptDeposit' -> TentativeAcceptMoney;TentativeAcceptMoney 'AcceptFail' -> RejectPhysicalMoney -> MainMenu;TentativeAcceptMoney 'AcceptSucceed' -> PickDepositAccount -> RequestValue 'TellBank' -> BankResponse;BankResponse 'BankNo'    -> RejectPhysicalMoney;BankResponse 'BankYes'   -> ConsumeMoney -> NotifyConsumed -> MainMenu;BankResponse 'BankAudit' -> BankAuditOffer 'HumanAcceptAudit' -> ConsumeMoney;BankAuditOffer 'HumanRejectAudit' -> RejectPhysicalMoney;

Which leaves us with the total code

EmptyWaiting 'Wait' -> EmptyWaiting 'InsertCard' -> HasCardNoAuth;HasCardNoAuth 'CancelAuthReturnCard' -> EjectCardAndReset;HasCardNoAuth 'WrongPIN' -> HasCardNoAuth;HasCardNoAuth 'RightPIN' -> MainMenu;MainMenu 'AcceptDeposit'  -> TentativeAcceptMoney;MainMenu 'ExitReturnCard' -> EjectCardAndReset;MainMenu 'CheckBalance'   -> PickCheckBalanceAccount -> DisplayBalance -> MainMenu;TentativeAcceptMoney 'AcceptFail'    -> RejectPhysicalMoney -> MainMenu;TentativeAcceptMoney 'AcceptSucceed' -> PickDepositAccount -> RequestValue 'TellBank' -> BankResponse;BankResponse 'BankNo'    -> RejectPhysicalMoney;BankResponse 'BankYes'   -> ConsumeMoney -> NotifyConsumed -> MainMenu;BankResponse 'BankAudit' -> BankAuditOffer 'HumanAcceptAudit' -> ConsumeMoney;BankAuditOffer 'HumanRejectAudit' -> RejectPhysicalMoney;EjectCardAndReset -> EmptyWaiting;


8: Can withdraw money from main menu

Let's also be able to take money from the machine. After this, we'll move on, since our example is pretty squarely madeby now.

  1. Pick a withdrawl account, or cancel to the main menu
  2. Shown a balance, pick a withdrawl amount, or cancel to acct picker
  3. Is the withdrawl account too high? If so go to 2
  4. Does the machine actually have the money? If not go to 2
  5. Otherwise confirm intent w/ human
  6. Attempt to post the transaction.
  7. If fail, display reason and go to 1
  8. If succeed, dispense money and go to main menu
  • Rules 1-3:MainMenu -> PickWithdrawlAccount -> PickAmount -> AcctHasMoney? 'TooHighForAcct' -> PickWithdrawlAccount;
  • Rule 4:AcctHasMoney? -> MachineHasMoney? 'MachineLowOnCash' -> PickAmount;
  • Rule 5:MachineHasMoney? -> ConfirmWithdrawWithHuman 'MakeChanges' -> PickWithdrawlAmount;
  • Rule 6:ConfirmWithdrawWithHuman 'PostWithdrawl' -> BankWithdrawlResponse;
  • Rule 7:BankWithdrawlResponse 'WithdrawlFailure' -> WithdrawlFailureExplanation -> PickWithdrawlAccount;
  • Rule 8:BankWithdrawlResponse 'WithdrawlSuccess' -> DispenseMoney -> MainMenu;

Rule 1 canceller:PickWithdrawlAccount 'CancelWithdrawl' -> MainMenu;Rule 2 canceller:PickWithdrawlAmount 'SwitchAccounts' -> PickWithdrawlAccount;

Or as a whole, we're adding

MainMenu -> PickWithdrawlAccount -> PickAmount -> AcctHasMoney? 'TooHighForAcct' -> PickWithdrawlAccount;AcctHasMoney? -> MachineHasMoney? 'MachineLowOnCash' -> PickAmount;MachineHasMoney? -> ConfirmWithdrawWithHuman 'MakeChanges' -> PickWithdrawlAmount;ConfirmWithdrawWithHuman 'PostWithdrawl' -> BankWithdrawlResponse;BankWithdrawlResponse 'WithdrawlFailure' -> WithdrawlFailureExplanation -> PickWithdrawlAccount;BankWithdrawlResponse 'WithdrawlSuccess' -> DispenseMoney -> MainMenu;PickWithdrawlAccount 'CancelWithdrawl' -> MainMenu;PickWithdrawlAmount 'SwitchAccounts' -> PickWithdrawlAccount;

Which leaves us with

EmptyWaiting 'Wait' -> EmptyWaiting 'InsertCard' -> HasCardNoAuth;HasCardNoAuth 'CancelAuthReturnCard' -> EjectCardAndReset;HasCardNoAuth 'WrongPIN' -> HasCardNoAuth;HasCardNoAuth 'RightPIN' -> MainMenu;MainMenu 'AcceptDeposit'  -> TentativeAcceptMoney;MainMenu 'ExitReturnCard' -> EjectCardAndReset;MainMenu 'CheckBalance'   -> PickCheckBalanceAccount -> DisplayBalance -> MainMenu;TentativeAcceptMoney 'AcceptFail'    -> RejectPhysicalMoney -> MainMenu;TentativeAcceptMoney 'AcceptSucceed' -> PickDepositAccount -> RequestValue 'TellBank' -> BankResponse;BankResponse 'BankNo'    -> RejectPhysicalMoney;BankResponse 'BankYes'   -> ConsumeMoney -> NotifyConsumed -> MainMenu;BankResponse 'BankAudit' -> BankAuditOffer 'HumanAcceptAudit' -> ConsumeMoney;BankAuditOffer 'HumanRejectAudit' -> RejectPhysicalMoney;MainMenu -> PickWithdrawlAccount -> PickAmount -> AcctHasMoney? 'TooHighForAcct' -> PickWithdrawlAccount;AcctHasMoney? -> MachineHasMoney? 'MachineLowOnCash' -> PickAmount;MachineHasMoney? -> ConfirmWithdrawWithHuman 'MakeChanges' -> PickWithdrawlAmount;ConfirmWithdrawWithHuman 'PostWithdrawl' -> BankWithdrawlResponse;BankWithdrawlResponse 'WithdrawlFailure' -> WithdrawlFailureExplanation -> PickWithdrawlAccount;BankWithdrawlResponse 'WithdrawlSuccess' -> DispenseMoney -> MainMenu;PickWithdrawlAccount 'CancelWithdrawl' -> MainMenu;PickWithdrawlAmount 'SwitchAccounts' -> PickWithdrawlAccount;EjectCardAndReset -> EmptyWaiting;

As you can see, building up even very complex state machines is actually relatively straightforward, in a shortamount of time.



Features

DSL

States

Transitions

Cycles

Stripes

Named Ordered Lists

Atoms

Strings

Arrow types

Unicode representations

Node declarations

All the styling bullshit

Named edges

URL callouts

The 9 or whatever directives

How to publish a machine

Legal, main, and forced

Validators

State history

Automatic visualization



How to think in state machines



Example Machines

Door lock

Traffic lights

Basic three-state

RYG, Off, Flash-red, Flash-yellow

RYG, Off, Flash-red, Flash-yellow, Green-left, Yellow-left

Heirarchal intersection

Better HTTP

Coin-op vending machine (data)

Video games

Pac-man Ghost (sensors)

Weather (probabilistics)

Roguelike monster (interface satisfaction)

Candy crush clone game flow (practical large use)

Vegas locked 21 dealer behavior

React SPA website (practical large use)



How to debug



How to publish

It's really quite simple.

  1. Make a github repository.
  2. Put your code in a file inside, with the extension.fsl
  3. Make sure your code contains amachine_name

Once done, your work should show uphere.



Notation Comparison

Their notations, one by one

Apples to Apples - Traffic Light



Other state machines

There are a lot of state machine impls for JS, many quite a bit more mature than this one. Here are some options:

  1. Finity 😮
  2. Stately.js
  3. machina.js
  4. Pastafarian
  5. Henderson
  6. fsm-as-promised
  7. state-machine
  8. mood
  9. FSM Workbench
  10. SimpleStateMachine
  11. shime/micro-machine
    1. soveran/micromachine (ruby)
  12. fabiospampinato/FSM
  13. HQarroum/FSM
  14. Finite-State-Automata
  15. finite-state-machine
  16. nfm

And some similar stuff:

  1. redux-machine
  2. ember-fsm
  3. State machine cat
  4. Workty 😮
  5. sam-simpler
  6. event_chain
  7. DRAKON
  8. Yakindu Statechart Tools
  9. GraphViz
    1. Viz.js, which we use




Thanks

JSSM and FSL have had a lot of help.



Internationalization

If I've overlooked you, please let me know.

If you'd like to help, it's straightforward.

  1. Easy mode: open a PR withthis file translated into your language
  2. Extra mile: create a new repo containingthis file translated



Code and Language

Vat Raghavan has participated extensively in language discussion and implemented several features.

Forest Belton has provided guidance, bugfixes, parser and language commentary.

Jordan Harbrand suggested two interesting features and provided strong feedback on the initial tutorial draft.

The biggest thanks must go toMichael Morgan, who has debated significant sections ofthe notation, invented several concepts and operators, helped with the parser, with system nomenclature, for having publishedthe first not-by-meFSL machine, for encouragement, and generally just for having been as interested as he has been.

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Fast, easy Javascript finite state machines with visualizations; enjoy a one liner FSM instead of pages. MIT; Typescripted; 100% test coverage. Implements the FSL language.

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