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A lightweight, object-oriented finite state machine implementation in Python with many extensions
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pytransitions/transitions
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A lightweight, object-oriented state machine implementation in Python with many extensions. Compatible with Python 2.7+ and 3.0+.
pip install transitions... or clone the repo from GitHub and then:
python setup.py install- Quickstart
- Non-Quickstart
They saya good example is worth 100 pages of API documentation, a million directives, or a thousand words.
Well, "they" probably lie... but here's an example anyway:
fromtransitionsimportMachineimportrandomclassNarcolepticSuperhero(object):# Define some states. Most of the time, narcoleptic superheroes are just like# everyone else. Except for...states= ['asleep','hanging out','hungry','sweaty','saving the world']def__init__(self,name):# No anonymous superheroes on my watch! Every narcoleptic superhero gets# a name. Any name at all. SleepyMan. SlumberGirl. You get the idea.self.name=name# What have we accomplished today?self.kittens_rescued=0# Initialize the state machineself.machine=Machine(model=self,states=NarcolepticSuperhero.states,initial='asleep')# Add some transitions. We could also define these using a static list of# dictionaries, as we did with states above, and then pass the list to# the Machine initializer as the transitions= argument.# At some point, every superhero must rise and shine.self.machine.add_transition(trigger='wake_up',source='asleep',dest='hanging out')# Superheroes need to keep in shape.self.machine.add_transition('work_out','hanging out','hungry')# Those calories won't replenish themselves!self.machine.add_transition('eat','hungry','hanging out')# Superheroes are always on call. ALWAYS. But they're not always# dressed in work-appropriate clothing.self.machine.add_transition('distress_call','*','saving the world',before='change_into_super_secret_costume')# When they get off work, they're all sweaty and disgusting. But before# they do anything else, they have to meticulously log their latest# escapades. Because the legal department says so.self.machine.add_transition('complete_mission','saving the world','sweaty',after='update_journal')# Sweat is a disorder that can be remedied with water.# Unless you've had a particularly long day, in which case... bed time!self.machine.add_transition('clean_up','sweaty','asleep',conditions=['is_exhausted'])self.machine.add_transition('clean_up','sweaty','hanging out')# Our NarcolepticSuperhero can fall asleep at pretty much any time.self.machine.add_transition('nap','*','asleep')defupdate_journal(self):""" Dear Diary, today I saved Mr. Whiskers. Again. """self.kittens_rescued+=1@propertydefis_exhausted(self):""" Basically a coin toss. """returnrandom.random()<0.5defchange_into_super_secret_costume(self):print("Beauty, eh?")
There, now you've baked a state machine intoNarcolepticSuperhero. Let's take him/her/it out for a spin...
>>>batman=NarcolepticSuperhero("Batman")>>>batman.state'asleep'>>>batman.wake_up()>>>batman.state'hanging out'>>>batman.nap()>>>batman.state'asleep'>>>batman.clean_up()MachineError:"Can't trigger event clean_up from state asleep!">>>batman.wake_up()>>>batman.work_out()>>>batman.state'hungry'# Batman still hasn't done anything useful...>>>batman.kittens_rescued0# We now take you live to the scene of a horrific kitten entreement...>>>batman.distress_call()'Beauty, eh?'>>>batman.state'saving the world'# Back to the crib.>>>batman.complete_mission()>>>batman.state'sweaty'>>>batman.clean_up()>>>batman.state'asleep'# Too tired to shower!# Another productive day, Alfred.>>>batman.kittens_rescued1
While we cannot read the mind of the actual batman, we surely can visualize the current state of ourNarcolepticSuperhero.
Have a look at theDiagrams extensions if you want to know how.
A state machine is amodel of behavior composed of a finite number ofstates andtransitions between those states. Within each state and transition someaction can be performed. A state machine needs to start at someinitial state. When usingtransitions, a state machine may consist of multiple objects where some (machines) contain definitions for the manipulation of other (models). Below, we will look at some core concepts and how to work with them.
State. A state represents a particular condition or stage in the state machine. It's a distinct mode of behavior or phase in a process.
Transition. This is the process or event that causes the state machine to change from one state to another.
Model. The actual stateful structure. It's the entity that gets updated during transitions. It may also defineactions that will be executed during transitions. For instance, right before a transition or when a state is entered or exited.
Machine. This is the entity that manages and controls the model, states, transitions, and actions. It's the conductor that orchestrates the entire process of the state machine.
Trigger. This is the event that initiates a transition, the method that sends the signal to start a transition.
Action. Specific operation or task that is performed when a certain state is entered, exited, or during a transition. The action is implemented throughcallbacks, which are functions that get executed when some event happens.
Getting a state machine up and running is pretty simple. Let's say you have the objectlump (an instance of classMatter), and you want to manage its states:
classMatter(object):passlump=Matter()
You can initialize a (minimal) working state machine bound to the modellump like this:
fromtransitionsimportMachinemachine=Machine(model=lump,states=['solid','liquid','gas','plasma'],initial='solid')# Lump now has a new state attribute!lump.state>>>'solid'
An alternative is to not explicitly pass a model to theMachine initializer:
machine=Machine(states=['solid','liquid','gas','plasma'],initial='solid')# The machine instance itself now acts as a modelmachine.state>>>'solid'
Note that this time I did not pass thelump model as an argument. The first argument passed toMachine acts as a model. So when I pass something there, all the convenience functions will be added to the object. If no model is provided then themachine instance itself acts as a model.
When at the beginning I said "minimal", it was because while this state machine is technically operational, it doesn't actuallydo anything. It starts in the'solid' state, but won't ever move into another state, because no transitions are defined... yet!
Let's try again.
# The statesstates=['solid','liquid','gas','plasma']# And some transitions between states. We're lazy, so we'll leave out# the inverse phase transitions (freezing, condensation, etc.).transitions= [ {'trigger':'melt','source':'solid','dest':'liquid' }, {'trigger':'evaporate','source':'liquid','dest':'gas' }, {'trigger':'sublimate','source':'solid','dest':'gas' }, {'trigger':'ionize','source':'gas','dest':'plasma' }]# Initializemachine=Machine(lump,states=states,transitions=transitions,initial='liquid')# Now lump maintains state...lump.state>>>'liquid'# And that state can change...# Either calling the shiny new trigger methodslump.evaporate()lump.state>>>'gas'# Or by calling the trigger method directlylump.trigger('ionize')lump.state>>>'plasma'
Notice the shiny new methods attached to theMatter instance (evaporate(),ionize(), etc.).Each method triggers the corresponding transition.Transitions can also be triggereddynamically by calling thetrigger() method provided with the name of the transition, as shown above.More on this in theTriggering a transition section.
The soul of any good state machine (and of many bad ones, no doubt) is a set of states. Above, we defined the valid model states by passing a list of strings to theMachine initializer. But internally, states are actually represented asState objects.
You can initialize and modify States in a number of ways. Specifically, you can:
- pass a string to the
Machineinitializer giving the name(s) of the state(s), or - directly initialize each new
Stateobject, or - pass a dictionary with initialization arguments
The following snippets illustrate several ways to achieve the same goal:
# import Machine and State classfromtransitionsimportMachine,State# Create a list of 3 states to pass to the Machine# initializer. We can mix types; in this case, we# pass one State, one string, and one dict.states= [State(name='solid'),'liquid', {'name':'gas'} ]machine=Machine(lump,states)# This alternative example illustrates more explicit# addition of states and state callbacks, but the net# result is identical to the above.machine=Machine(lump)solid=State('solid')liquid=State('liquid')gas=State('gas')machine.add_states([solid,liquid,gas])
States are initializedonce when added to the machine and will persist until they are removed from it. In other words: if you alter the attributes of a state object, this change will NOT be reset the next time you enter that state. Have a look at how toextend state features in case you require some other behaviour.
But just having states and being able to move around between them (transitions) isn't very useful by itself. What if you want to do something, perform someaction when you enter or exit a state? This is wherecallbacks come in.
AState can also be associated with a list ofenter andexit callbacks, which are called whenever the state machine enters or leaves that state. You can specify callbacks during initialization by passing them to aState object constructor, in a state property dictionary, or add them later.
For convenience, whenever a newState is added to aMachine, the methodson_enter_«state name» andon_exit_«state name» are dynamically created on the Machine (not on the model!), which allow you to dynamically add new enter and exit callbacks later if you need them.
# Our old Matter class, now with a couple of new methods we# can trigger when entering or exit states.classMatter(object):defsay_hello(self):print("hello, new state!")defsay_goodbye(self):print("goodbye, old state!")lump=Matter()# Same states as above, but now we give StateA an exit callbackstates= [State(name='solid',on_exit=['say_goodbye']),'liquid', {'name':'gas','on_exit': ['say_goodbye']} ]machine=Machine(lump,states=states)machine.add_transition('sublimate','solid','gas')# Callbacks can also be added after initialization using# the dynamically added on_enter_ and on_exit_ methods.# Note that the initial call to add the callback is made# on the Machine and not on the model.machine.on_enter_gas('say_hello')# Test out the callbacks...machine.set_state('solid')lump.sublimate()>>>'goodbye, old state!'>>>'hello, new state!'
Note thaton_enter_«state name» callback willnot fire when a Machine is first initialized. For example if you have anon_enter_A() callback defined, and initialize theMachine withinitial='A',on_enter_A() will not be fired until the next time you enter stateA. (If you need to make sureon_enter_A() fires at initialization, you can simply create a dummy initial state and then explicitly callto_A() inside the__init__ method.)
In addition to passing in callbacks when initializing aState, or adding them dynamically, it's also possible to define callbacks in the model class itself, which may increase code clarity. For example:
classMatter(object):defsay_hello(self):print("hello, new state!")defsay_goodbye(self):print("goodbye, old state!")defon_enter_A(self):print("We've just entered state A!")lump=Matter()machine=Machine(lump,states=['A','B','C'])
Now, any timelump transitions to stateA, theon_enter_A() method defined in theMatter class will fire.
You can make use ofon_final callbacks which will be triggered when a state withfinal=True is entered.
fromtransitionsimportMachine,Statestates= [State(name='idling'),State(name='rescuing_kitten'),State(name='offender_gone',final=True),State(name='offender_caught',final=True)]transitions= [["called","idling","rescuing_kitten"],# we will come when called {"trigger":"intervene","source":"rescuing_kitten","dest":"offender_gone",# we"conditions":"offender_is_faster"},# unless they are faster ["intervene","rescuing_kitten","offender_caught"]]classFinalSuperhero(object):def__init__(self,speed):self.machine=Machine(self,states=states,transitions=transitions,initial="idling",on_final="claim_success")self.speed=speeddefoffender_is_faster(self,offender_speed):returnself.speed<offender_speeddefclaim_success(self,**kwargs):print("The kitten is safe.")hero=FinalSuperhero(speed=10)# we are not in shape todayhero.called()asserthero.is_rescuing_kitten()hero.intervene(offender_speed=15)# >>> 'The kitten is safe'asserthero.machine.get_state(hero.state).final# it's overasserthero.is_offender_gone()# maybe next time ...
You can always check the current state of the model by either:
- inspecting the
.stateattribute, or - calling
is_«state name»()
And if you want to retrieve the actualState object for the current state, you can do that through theMachine instance'sget_state() method.
lump.state>>>'solid'lump.is_gas()>>>Falselump.is_solid()>>>Truemachine.get_state(lump.state).name>>>'solid'
If you'd like you can choose your own state attribute name by passing themodel_attribute argument while initializing theMachine. This will also change the name ofis_«state name»() tois_«model_attribute»_«state name»() though. Similarly, auto transitions will be namedto_«model_attribute»_«state name»() instead ofto_«state name»(). This is done to allow multiple machines to work on the same model with individual state attribute names.
lump=Matter()machine=Machine(lump,states=['solid','liquid','gas'],model_attribute='matter_state',initial='solid')lump.matter_state>>>'solid'# with a custom 'model_attribute', states can also be checked like this:lump.is_matter_state_solid()>>>Truelump.to_matter_state_gas()>>>True
So far we have seen how we can give state names and use these names to work with our state machine.If you favour stricter typing and more IDE code completion (or you just can't type 'sesquipedalophobia' any longer because the word scares you) usingEnumerations might be what you are looking for:
importenum# Python 2.7 users need to have 'enum34' installedfromtransitionsimportMachineclassStates(enum.Enum):ERROR=0RED=1YELLOW=2GREEN=3transitions= [['proceed',States.RED,States.YELLOW], ['proceed',States.YELLOW,States.GREEN], ['error','*',States.ERROR]]m=Machine(states=States,transitions=transitions,initial=States.RED)assertm.is_RED()assertm.stateisStates.REDstate=m.get_state(States.RED)# get transitions.State objectprint(state.name)# >>> REDm.proceed()m.proceed()assertm.is_GREEN()m.error()assertm.stateisStates.ERROR
You can mix enums and strings if you like (e.g.[States.RED, 'ORANGE', States.YELLOW, States.GREEN]) but note that internally,transitions will still handle states by name (enum.Enum.name).Thus, it is not possible to have the states'GREEN' andStates.GREEN at the same time.
Some of the above examples already illustrate the use of transitions in passing, but here we'll explore them in more detail.
As with states, each transition is represented internally as its own object – an instance of classTransition. The quickest way to initialize a set of transitions is to pass a dictionary, or list of dictionaries, to theMachine initializer. We already saw this above:
transitions= [ {'trigger':'melt','source':'solid','dest':'liquid' }, {'trigger':'evaporate','source':'liquid','dest':'gas' }, {'trigger':'sublimate','source':'solid','dest':'gas' }, {'trigger':'ionize','source':'gas','dest':'plasma' }]machine=Machine(model=Matter(),states=states,transitions=transitions)
Defining transitions in dictionaries has the benefit of clarity, but can be cumbersome. If you're after brevity, you might choose to define transitions using lists. Just make sure that the elements in each list are in the same order as the positional arguments in theTransition initialization (i.e.,trigger,source,destination, etc.).
The following list-of-lists is functionally equivalent to the list-of-dictionaries above:
transitions= [ ['melt','solid','liquid'], ['evaporate','liquid','gas'], ['sublimate','solid','gas'], ['ionize','gas','plasma']]
Alternatively, you can add transitions to aMachine after initialization:
machine=Machine(model=lump,states=states,initial='solid')machine.add_transition('melt',source='solid',dest='liquid')
For a transition to be executed, some event needs totrigger it. There are two ways to do this:
Using the automatically attached method in the base model:
>>>lump.melt()>>>lump.state'liquid'>>>lump.evaporate()>>>lump.state'gas'
Note how you don't have to explicitly define these methods anywhere; the name of each transition is bound to the model passed to the
Machineinitializer (in this case,lump). This also means that your modelshould not already contain methods with the same name as event triggers sincetransitionswill only attach convenience methods to your model if the spot is not already taken. If you want to modify that behaviour, have a look at theFAQ.Using the
triggermethod, now attached to your model (if it hasn't been there before). This method lets you execute transitions by name in case dynamic triggering is required:>>>lump.trigger('melt')>>>lump.state'liquid'>>>lump.trigger('evaporate')>>>lump.state'gas'
By default, triggering an invalid transition will raise an exception:
>>>lump.to_gas()>>># This won't work because only objects in a solid state can melt>>>lump.melt()transitions.core.MachineError:"Can't trigger event melt from state gas!"
This behavior is generally desirable, since it helps alert you to problems in your code. But in some cases, you might want to silently ignore invalid triggers. You can do this by settingignore_invalid_triggers=True (either on a state-by-state basis, or globally for all states):
>>># Globally suppress invalid trigger exceptions>>>m=Machine(lump,states,initial='solid',ignore_invalid_triggers=True)>>># ...or suppress for only one group of states>>>states= ['new_state1','new_state2']>>>m.add_states(states,ignore_invalid_triggers=True)>>># ...or even just for a single state. Here, exceptions will only be suppressed when the current state is A.>>>states= [State('A',ignore_invalid_triggers=True),'B','C']>>>m=Machine(lump,states)>>># ...this can be inverted as well if just one state should raise an exception>>># since the machine's global value is not applied to a previously initialized state.>>>states= ['A','B',State('C')]# the default value for 'ignore_invalid_triggers' is False>>>m=Machine(lump,states,ignore_invalid_triggers=True)
If you need to know which transitions are valid from a certain state, you can useget_triggers:
m.get_triggers('solid')>>> ['melt','sublimate']m.get_triggers('liquid')>>> ['evaporate']m.get_triggers('plasma')>>> []# you can also query several states at oncem.get_triggers('solid','liquid','gas','plasma')>>> ['melt','evaporate','sublimate','ionize']
If you have followed this documentation from the beginning, you will notice thatget_triggers actually returns more triggers than the explicitly defined ones shown above, such asto_liquid and so on.These are calledauto-transitions and will be introduced in the next section.
In addition to any transitions added explicitly, ato_«state»() method is created automatically whenever a state is added to aMachine instance. This method transitions to the target state no matter which state the machine is currently in:
lump.to_liquid()lump.state>>>'liquid'lump.to_solid()lump.state>>>'solid'
If you desire, you can disable this behavior by settingauto_transitions=False in theMachine initializer.
A given trigger can be attached to multiple transitions, some of which can potentially begin or end in the same state. For example:
machine.add_transition('transmogrify', ['solid','liquid','gas'],'plasma')machine.add_transition('transmogrify','plasma','solid')# This next transition will never executemachine.add_transition('transmogrify','plasma','gas')
In this case, callingtransmogrify() will set the model's state to'solid' if it's currently'plasma', and set it to'plasma' otherwise. (Note that only thefirst matching transition will execute; thus, the transition defined in the last line above won't do anything.)
You can also make a trigger cause a transition fromall states to a particular destination by using the'*' wildcard:
machine.add_transition('to_liquid','*','liquid')
Note that wildcard transitions will only apply to states that exist at the time of the add_transition() call. Calling a wildcard-based transition when the model is in a state added after the transition was defined will elicit an invalid transition message, and will not transition to the target state.
A reflexive trigger (trigger that has the same state as source and destination) can easily be added specifying= as destination.This is handy if the same reflexive trigger should be added to multiple states.For example:
machine.add_transition('touch', ['liquid','gas','plasma'],'=',after='change_shape')
This will add reflexive transitions for all three states withtouch() as trigger and withchange_shape executed after each trigger.
In contrast to reflexive transitions, internal transitions will never actually leave the state.This means that transition-related callbacks such asbefore orafter will be processed while state-related callbacksexit orenter will not.To define a transition to be internal, set the destination toNone.
machine.add_transition('internal', ['liquid','gas'],None,after='change_shape')
A common desire is for state transitions to follow a strict linear sequence. For instance, given states['A', 'B', 'C'], you might want valid transitions forA →B,B →C, andC →A (but no other pairs).
To facilitate this behavior, Transitions provides anadd_ordered_transitions() method in theMachine class:
states= ['A','B','C']# See the "alternative initialization" section for an explanation of the 1st argument to initmachine=Machine(states=states,initial='A')machine.add_ordered_transitions()machine.next_state()print(machine.state)>>>'B'# We can also define a different order of transitionsmachine=Machine(states=states,initial='A')machine.add_ordered_transitions(['A','C','B'])machine.next_state()print(machine.state)>>>'C'# Conditions can be passed to 'add_ordered_transitions' as well# If one condition is passed, it will be used for all transitionsmachine=Machine(states=states,initial='A')machine.add_ordered_transitions(conditions='check')# If a list is passed, it must contain exactly as many elements as the# machine contains states (A->B, ..., X->A)machine=Machine(states=states,initial='A')machine.add_ordered_transitions(conditions=['check_A2B', ...,'check_X2A'])# Conditions are always applied starting from the initial statemachine=Machine(states=states,initial='B')machine.add_ordered_transitions(conditions=['check_B2C', ...,'check_A2B'])# With `loop=False`, the transition from the last state to the first state will be omitted (e.g. C->A)# When you also pass conditions, you need to pass one condition less (len(states)-1)machine=Machine(states=states,initial='A')machine.add_ordered_transitions(loop=False)machine.next_state()machine.next_state()machine.next_state()# transitions.core.MachineError: "Can't trigger event next_state from state C!"
The default behaviour in Transitions is to process events instantly. This means events within anon_enter method will be processedbefore callbacks bound toafter are called.
defgo_to_C():globalmachinemachine.to_C()defafter_advance():print("I am in state B now!")defentering_C():print("I am in state C now!")states= ['A','B','C']machine=Machine(states=states,initial='A')# we want a message when state transition to B has been completedmachine.add_transition('advance','A','B',after=after_advance)# call transition from state B to state Cmachine.on_enter_B(go_to_C)# we also want a message when entering state Cmachine.on_enter_C(entering_C)machine.advance()>>>'I am in state C now!'>>>'I am in state B now!'# what?
The execution order of this example is
prepare -> before -> on_enter_B -> on_enter_C -> after.If queued processing is enabled, a transition will be finished before the next transition is triggered:
machine=Machine(states=states,queued=True,initial='A')...machine.advance()>>>'I am in state B now!'>>>'I am in state C now!'# That's better!
This results in
prepare -> before -> on_enter_B -> queue(to_C) -> after -> on_enter_C.Important note: when processing events in a queue, the trigger call willalways returnTrue, since there is no way to determine at queuing time whether a transition involving queued calls will ultimately complete successfully. This is true even when only a single event is processed.
machine.add_transition('jump','A','C',conditions='will_fail')...# queued=Falsemachine.jump()>>>False# queued=Truemachine.jump()>>>True
When a model is removed from the machine,transitions will also remove all related events from the queue.
classModel:defon_enter_B(self):self.to_C()# add event to queue ...self.machine.remove_model(self)# aaaand it's gone
Sometimes you only want a particular transition to execute if a specific condition occurs. You can do this by passing a method, or list of methods, in theconditions argument:
# Our Matter class, now with a bunch of methods that return booleans.classMatter(object):defis_flammable(self):returnFalsedefis_really_hot(self):returnTruemachine.add_transition('heat','solid','gas',conditions='is_flammable')machine.add_transition('heat','solid','liquid',conditions=['is_really_hot'])
In the above example, callingheat() when the model is in state'solid' will transition to state'gas' ifis_flammable returnsTrue. Otherwise, it will transition to state'liquid' ifis_really_hot returnsTrue.
For convenience, there's also an'unless' argument that behaves exactly like conditions, but inverted:
machine.add_transition('heat','solid','gas',unless=['is_flammable','is_really_hot'])
In this case, the model would transition from solid to gas wheneverheat() fires, provided that bothis_flammable() andis_really_hot() returnFalse.
Note that condition-checking methods will passively receive optional arguments and/or data objects passed to triggering methods. For instance, the following call:
lump.heat(temp=74)# equivalent to lump.trigger('heat', temp=74)
... would pass thetemp=74 optional kwarg to theis_flammable() check (possibly wrapped in anEventData instance). For more on this, see thePassing data section below.
If you want to make sure a transition is possible before you go ahead with it, you can use themay_<trigger_name> functions that have been added to your model.Your model also contains themay_trigger function to check a trigger by name:
# check if the current temperature is hot enough to trigger a transitioniflump.may_heat():# if lump.may_trigger("heat"):lump.heat()
This will execute allprepare callbacks and evaluate the conditions assigned to the potential transitions.Transition checks can also be used when a transition's destination is not available (yet):
machine.add_transition('elevate','solid','spiritual')assertnotlump.may_elevate()# not ready yet :(assertnotlump.may_trigger("elevate")# same result for checks via trigger name
You can attach callbacks to transitions as well as states. Every transition has'before' and'after' attributes that contain a list of methods to call before and after the transition executes:
classMatter(object):defmake_hissing_noises(self):print("HISSSSSSSSSSSSSSSS")defdisappear(self):print("where'd all the liquid go?")transitions= [ {'trigger':'melt','source':'solid','dest':'liquid','before':'make_hissing_noises'}, {'trigger':'evaporate','source':'liquid','dest':'gas','after':'disappear' }]lump=Matter()machine=Machine(lump,states,transitions=transitions,initial='solid')lump.melt()>>>"HISSSSSSSSSSSSSSSS"lump.evaporate()>>>"where'd all the liquid go?"
There is also a'prepare' callback that is executed as soon as a transition starts, before any'conditions' are checked or other callbacks are executed.
classMatter(object):heat=Falseattempts=0defcount_attempts(self):self.attempts+=1defheat_up(self):self.heat=random.random()<0.25defstats(self):print('It took you %i attempts to melt the lump!'%self.attempts)@propertydefis_really_hot(self):returnself.heatstates=['solid','liquid','gas','plasma']transitions= [ {'trigger':'melt','source':'solid','dest':'liquid','prepare': ['heat_up','count_attempts'],'conditions':'is_really_hot','after':'stats'},]lump=Matter()machine=Machine(lump,states,transitions=transitions,initial='solid')lump.melt()lump.melt()lump.melt()lump.melt()>>>"It took you 4 attempts to melt the lump!"
Note thatprepare will not be called unless the current state is a valid source for the named transition.
Default actions meant to be executed before or afterevery transition can be passed toMachine during initialization withbefore_state_change andafter_state_change respectively:
classMatter(object):defmake_hissing_noises(self):print("HISSSSSSSSSSSSSSSS")defdisappear(self):print("where'd all the liquid go?")states=['solid','liquid','gas','plasma']lump=Matter()m=Machine(lump,states,before_state_change='make_hissing_noises',after_state_change='disappear')lump.to_gas()>>>"HISSSSSSSSSSSSSSSS">>>"where'd all the liquid go?"
There are also two keywords for callbacks which should be executedindependently a) of how many transitions are possible,b) if any transition succeeds and c) even if an error is raised during the execution of some other callback.Callbacks passed toMachine withprepare_event will be executedonce before processing possible transitions(and their individualprepare callbacks) takes place.Callbacks offinalize_event will be executed regardless of the success of the processed transitions.Note that if an error occurred it will be attached toevent_data aserror and can be retrieved withsend_event=True.
fromtransitionsimportMachineclassMatter(object):defraise_error(self,event):raiseValueError("Oh no")defprepare(self,event):print("I am ready!")deffinalize(self,event):print("Result: ",type(event.error),event.error)states=['solid','liquid','gas','plasma']lump=Matter()m=Machine(lump,states,prepare_event='prepare',before_state_change='raise_error',finalize_event='finalize',send_event=True)try:lump.to_gas()exceptValueError:passprint(lump.state)# >>> I am ready!# >>> Result: <class 'ValueError'> Oh no# >>> initial
Sometimes things just don't work out as intended and we need to handle exceptions and clean up the mess to keep things going.We can pass callbacks toon_exception to do this:
fromtransitionsimportMachineclassMatter(object):defraise_error(self,event):raiseValueError("Oh no")defhandle_error(self,event):print("Fixing things ...")delevent.error# it did not happen if we cannot see it ...states=['solid','liquid','gas','plasma']lump=Matter()m=Machine(lump,states,before_state_change='raise_error',on_exception='handle_error',send_event=True)try:lump.to_gas()exceptValueError:passprint(lump.state)# >>> Fixing things ...# >>> initial
As you have probably already realized, the standard way of passing callables to states, conditions and transitions is by name. When processing callbacks and conditions,transitions will use their name to retrieve the related callable from the model. If the method cannot be retrieved and it contains dots,transitions will treat the name as a path to a module function and try to import it. Alternatively, you can pass names of properties or attributes. They will be wrapped into functions but cannot receive event data for obvious reasons. You can also pass callables such as (bound) functions directly. As mentioned earlier, you can also pass lists/tuples of callables names to the callback parameters. Callbacks will be executed in the order they were added.
fromtransitionsimportMachinefrommodimportimported_funcimportrandomclassModel(object):defa_callback(self):imported_func()@propertydefa_property(self):""" Basically a coin toss. """returnrandom.random()<0.5an_attribute=Falsemodel=Model()machine=Machine(model=model,states=['A'],initial='A')machine.add_transition('by_name','A','A',conditions='a_property',after='a_callback')machine.add_transition('by_reference','A','A',unless=['a_property','an_attribute'],after=model.a_callback)machine.add_transition('imported','A','A',after='mod.imported_func')model.by_name()model.by_reference()model.imported()
The callable resolution is done inMachine.resolve_callable.This method can be overridden in case more complex callable resolution strategies are required.
Example
classCustomMachine(Machine):@staticmethoddefresolve_callable(func,event_data):# manipulate arguments here and return func, or super() if no manipulation is done.super(CustomMachine,CustomMachine).resolve_callable(func,event_data)
In summary, there are currently three ways to trigger events. You can call a model's convenience functions likelump.melt(),execute triggers by name such aslump.trigger("melt") or dispatch events on multiple models withmachine.dispatch("melt")(see section about multiple models inalternative initialization patterns).Callbacks on transitions are then executed in the following order:
| Callback | Current State | Comments |
|---|---|---|
'machine.prepare_event' | source | executedonce before individual transitions are processed |
'transition.prepare' | source | executed as soon as the transition starts |
'transition.conditions' | source | conditionsmay fail and halt the transition |
'transition.unless' | source | conditionsmay fail and halt the transition |
'machine.before_state_change' | source | default callbacks declared on model |
'transition.before' | source | |
'state.on_exit' | source | callbacks declared on the source state |
<STATE CHANGE> | ||
'state.on_enter' | destination | callbacks declared on the destination state |
'transition.after' | destination | |
'machine.on_final' | destination | callbacks on children will be called first |
'machine.after_state_change' | destination | default callbacks declared on model; will also be called after internal transitions |
'machine.on_exception' | source/destination | callbacks will be executed when an exception has been raised |
'machine.finalize_event' | source/destination | callbacks will be executed even if no transition took place or an exception has been raised |
If any callback raises an exception, the processing of callbacks is not continued. This means that when an error occurs before the transition (instate.on_exit or earlier), it is halted. In case there is a raise after the transition has been conducted (instate.on_enter or later), the state change persists and no rollback is happening. Callbacks specified inmachine.finalize_event will always be executed unless the exception is raised by a finalizing callback itself. Note that each callback sequence has to be finished before the next stage is executed. Blocking callbacks will halt the execution order and therefore block thetrigger ordispatch call itself. If you want callbacks to be executed in parallel, you could have a look at theextensionsAsyncMachine for asynchronous processing orLockedMachine for threading.
Sometimes you need to pass the callback functions registered at machine initialization some data that reflects the model's current state.Transitions allows you to do this in two different ways.
First (the default), you can pass any positional or keyword arguments directly to the trigger methods (created when you calladd_transition()):
classMatter(object):def__init__(self):self.set_environment()defset_environment(self,temp=0,pressure=101.325):self.temp=tempself.pressure=pressuredefprint_temperature(self):print("Current temperature is %d degrees celsius."%self.temp)defprint_pressure(self):print("Current pressure is %.2f kPa."%self.pressure)lump=Matter()machine=Machine(lump, ['solid','liquid'],initial='solid')machine.add_transition('melt','solid','liquid',before='set_environment')lump.melt(45)# positional arg;# equivalent to lump.trigger('melt', 45)lump.print_temperature()>>>'Current temperature is 45 degrees celsius.'machine.set_state('solid')# reset state so we can melt againlump.melt(pressure=300.23)# keyword args also worklump.print_pressure()>>>'Current pressure is 300.23 kPa.'
You can pass any number of arguments you like to the trigger.
There is one important limitation to this approach: every callback function triggered by the state transition must be able to handleall of the arguments. This may cause problems if the callbacks each expect somewhat different data.
To get around this, Transitions supports an alternate method for sending data. If you setsend_event=True atMachine initialization, all arguments to the triggers will be wrapped in anEventData instance and passed on to every callback. (TheEventData object also maintains internal references to the source state, model, transition, machine, and trigger associated with the event, in case you need to access these for anything.)
classMatter(object):def__init__(self):self.temp=0self.pressure=101.325# Note that the sole argument is now the EventData instance.# This object stores positional arguments passed to the trigger method in the# .args property, and stores keywords arguments in the .kwargs dictionary.defset_environment(self,event):self.temp=event.kwargs.get('temp',0)self.pressure=event.kwargs.get('pressure',101.325)defprint_pressure(self):print("Current pressure is %.2f kPa."%self.pressure)lump=Matter()machine=Machine(lump, ['solid','liquid'],send_event=True,initial='solid')machine.add_transition('melt','solid','liquid',before='set_environment')lump.melt(temp=45,pressure=1853.68)# keyword argslump.print_pressure()>>>'Current pressure is 1853.68 kPa.'
In all of the examples so far, we've attached a newMachine instance to a separate model (lump, an instance of classMatter). While this separation keeps things tidy (because you don't have to monkey patch a whole bunch of new methods into theMatter class), it can also get annoying, since it requires you to keep track of which methods are called on the state machine, and which ones are called on the model that the state machine is bound to (e.g.,lump.on_enter_StateA() vs.machine.add_transition()).
Fortunately, Transitions is flexible, and supports two other initialization patterns.
First, you can create a standalone state machine that doesn't require another model at all. Simply omit the model argument during initialization:
machine=Machine(states=states,transitions=transitions,initial='solid')machine.melt()machine.state>>>'liquid'
If you initialize the machine this way, you can then attach all triggering events (likeevaporate(),sublimate(), etc.) and all callback functions directly to theMachine instance.
This approach has the benefit of consolidating all of the state machine functionality in one place, but can feel a little bit unnatural if you think state logic should be contained within the model itself rather than in a separate controller.
An alternative (potentially better) approach is to have the model inherit from theMachine class. Transitions is designed to support inheritance seamlessly. (just be sure to override classMachine's__init__ method!):
classMatter(Machine):defsay_hello(self):print("hello, new state!")defsay_goodbye(self):print("goodbye, old state!")def__init__(self):states= ['solid','liquid','gas']Machine.__init__(self,states=states,initial='solid')self.add_transition('melt','solid','liquid')lump=Matter()lump.state>>>'solid'lump.melt()lump.state>>>'liquid'
Here you get to consolidate all state machine functionality into your existing model, which often feels more natural than sticking all of the functionality we want in a separate standaloneMachine instance.
A machine can handle multiple models which can be passed as a list likeMachine(model=[model1, model2, ...]).In cases where you want to add modelsas well as the machine instance itself, you can pass the class variable placeholder (string)Machine.self_literal during initialization likeMachine(model=[Machine.self_literal, model1, ...]).You can also create a standalone machine, and register models dynamically viamachine.add_model by passingmodel=None to the constructor.Furthermore, you can usemachine.dispatch to trigger events on all currently added models.Remember to callmachine.remove_model if machine is long-lasting and your models are temporary and should be garbage collected:
classMatter():passlump1=Matter()lump2=Matter()# setting 'model' to None or passing an empty list will initialize the machine without a modelmachine=Machine(model=None,states=states,transitions=transitions,initial='solid')machine.add_model(lump1)machine.add_model(lump2,initial='liquid')lump1.state>>>'solid'lump2.state>>>'liquid'# custom events as well as auto transitions can be dispatched to all modelsmachine.dispatch("to_plasma")lump1.state>>>'plasma'assertlump1.state==lump2.statemachine.remove_model([lump1,lump2])dellump1# lump1 is garbage collecteddellump2# lump2 is garbage collected
If you don't provide an initial state in the state machine constructor,transitions will create and add a default state called'initial'.If you do not want a default initial state, you can passinitial=None.However, in this case you need to pass an initial state every time you add a model.
machine=Machine(model=None,states=states,transitions=transitions,initial=None)machine.add_model(Matter())>>>"MachineError: No initial state configured for machine, must specify when adding model."machine.add_model(Matter(),initial='liquid')
Models with multiple states could attach multiple machines using differentmodel_attribute values. As mentioned inChecking state, this will add customis/to_<model_attribute>_<state_name> functions:
lump=Matter()matter_machine=Machine(lump,states=['solid','liquid','gas'],initial='solid')# add a second machine to the same model but assign a different state attributeshipment_machine=Machine(lump,states=['delivered','shipping'],initial='delivered',model_attribute='shipping_state')lump.state>>>'solid'lump.is_solid()# check the default field>>>Truelump.shipping_state>>>'delivered'lump.is_shipping_state_delivered()# check the custom field.>>>Truelump.to_shipping_state_shipping()>>>Truelump.is_shipping_state_delivered()>>>False
Transitions includes very rudimentary logging capabilities. A number of events – namely, state changes, transition triggers, and conditional checks – are logged as INFO-level events using the standard Pythonlogging module. This means you can easily configure logging to standard output in a script:
# Set up logging; The basic log level will be DEBUGimportlogginglogging.basicConfig(level=logging.DEBUG)# Set transitions' log level to INFO; DEBUG messages will be omittedlogging.getLogger('transitions').setLevel(logging.INFO)# Business as usualmachine=Machine(states=states,transitions=transitions,initial='solid')...
Machines are picklable and can be stored and loaded withpickle. For Python 3.3 and earlierdill is required.
importdillaspickle# only required for Python 3.3 and earlierm=Machine(states=['A','B','C'],initial='A')m.to_B()m.state>>>B# store the machinedump=pickle.dumps(m)# load the Machine instance againm2=pickle.loads(dump)m2.state>>>Bm2.states.keys()>>> ['A','B','C']
As you probably noticed,transitions uses some of Python's dynamic features to give you handy ways to handle models. However, static type checkers don't like model attributes and methods not being known before runtime. Historically,transitions also didn't assign convenience methods already defined on models to prevent accidental overrides.
But don't worry! You can use the machine constructor parametermodel_override to change how models are decorated. If you setmodel_override=True,transitions will only override already defined methods. This prevents new methods from showing up at runtime and also allows you to define which helper methods you want to use.
fromtransitionsimportMachine# Dynamic assignmentclassModel:passmodel=Model()default_machine=Machine(model,states=["A","B"],transitions=[["go","A","B"]],initial="A")print(model.__dict__.keys())# all convenience functions have been assigned# >> dict_keys(['trigger', 'to_A', 'may_to_A', 'to_B', 'may_to_B', 'go', 'may_go', 'is_A', 'is_B', 'state'])assertmodel.is_A()# Unresolved attribute reference 'is_A' for class 'Model'# Predefined assigment: We are just interested in calling our 'go' event and will trigger the other events by nameclassPredefinedModel:# state (or another parameter if you set 'model_attribute') will be assigned anyway# because we need to keep track of the model's statestate:strdefgo(self)->bool:raiseRuntimeError("Should be overridden!")deftrigger(self,trigger_name:str)->bool:raiseRuntimeError("Should be overridden!")model=PredefinedModel()override_machine=Machine(model,states=["A","B"],transitions=[["go","A","B"]],initial="A",model_override=True)print(model.__dict__.keys())# >> dict_keys(['trigger', 'go', 'state'])model.trigger("to_B")assertmodel.state=="B"
If you want to use all the convenience functions and throw some callbacks into the mix, defining a model can get pretty complicated when you have a lot of states and transitions defined.The methodgenerate_base_model intransitions can generate a base model from a machine configuration to help you out with that.
fromtransitions.experimental.utilsimportgenerate_base_modelsimple_config= {"states": ["A","B"],"transitions": [ ["go","A","B"], ],"initial":"A","before_state_change":"call_this","model_override":True,}class_definition=generate_base_model(simple_config)withopen("base_model.py","w")asf:f.write(class_definition)# ... in another filefromtransitionsimportMachinefrombase_modelimportBaseModelclassModel(BaseModel):# call_this will be an abstract method in BaseModeldefcall_this(self)->None:# do somethingmodel=Model()machine=Machine(model,**simple_config)
Defining model methods that will be overridden adds a bit of extra work.It might be cumbersome to switch back and forth to make sure event names are spelled correctly, especially if states and transitions are defined in lists before or after your model. You can cut down on the boilerplate and the uncertainty of working with strings by defining states as enums. You can also define transitions right in your model class with the help ofadd_transitions andevent.It's up to you whether you use the function decoratoradd_transitions or event to assign values to attributes depends on your preferred code style.They both work the same way, have the same signature, and should result in (almost) the same IDE type hints.As this is still a work in progress, you'll need to create a custom Machine class and use with_model_definitions for transitions to check for transitions defined that way.
fromenumimportEnumfromtransitions.experimental.utilsimportwith_model_definitions,event,add_transitions,transitionfromtransitionsimportMachineclassState(Enum):A="A"B="B"C="C"classModel:state:State=State.A@add_transitions(transition(source=State.A,dest=State.B), [State.C,State.A])@add_transitions({"source":State.B,"dest":State.A})deffoo(self): ...bar=event( {"source":State.B,"dest":State.A,"conditions":lambda:False},transition(source=State.B,dest=State.C) )@with_model_definitions# don't forget to define your model with this decorator!classMyMachine(Machine):passmodel=Model()machine=MyMachine(model,states=State,initial=model.state)model.foo()model.bar()assertmodel.state==State.Cmodel.foo()assertmodel.state==State.A
Even though the core of transitions is kept lightweight, there are a variety of MixIns to extend its functionality. Currently supported are:
- Hierarchical State Machines for nesting and reuse
- Diagrams to visualize the current state of a machine
- Threadsafe Locks for parallel execution
- Async callbacks for asynchronous execution
- Custom States for extended state-related behaviour
There are two mechanisms to retrieve a state machine instance with the desired features enabled.The first approach makes use of the conveniencefactory with the four parametersgraph,nested,locked orasyncio set toTrue if the feature is required:
fromtransitions.extensionsimportMachineFactory# create a machine with mixinsdiagram_cls=MachineFactory.get_predefined(graph=True)nested_locked_cls=MachineFactory.get_predefined(nested=True,locked=True)async_machine_cls=MachineFactory.get_predefined(asyncio=True)# create instances from these classes# instances can be used like simple machinesmachine1=diagram_cls(model,state,transitions)machine2=nested_locked_cls(model,state,transitions)
This approach targets experimental use since in this case the underlying classes do not have to be known.However, classes can also be directly imported fromtransitions.extensions. The naming scheme is as follows:
| Diagrams | Nested | Locked | Asyncio | |
|---|---|---|---|---|
| Machine | ✘ | ✘ | ✘ | ✘ |
| GraphMachine | ✓ | ✘ | ✘ | ✘ |
| HierarchicalMachine | ✘ | ✓ | ✘ | ✘ |
| LockedMachine | ✘ | ✘ | ✓ | ✘ |
| HierarchicalGraphMachine | ✓ | ✓ | ✘ | ✘ |
| LockedGraphMachine | ✓ | ✘ | ✓ | ✘ |
| LockedHierarchicalMachine | ✘ | ✓ | ✓ | ✘ |
| LockedHierarchicalGraphMachine | ✓ | ✓ | ✓ | ✘ |
| AsyncMachine | ✘ | ✘ | ✘ | ✓ |
| AsyncGraphMachine | ✓ | ✘ | ✘ | ✓ |
| HierarchicalAsyncMachine | ✘ | ✓ | ✘ | ✓ |
| HierarchicalAsyncGraphMachine | ✓ | ✓ | ✘ | ✓ |
To use a feature-rich state machine, one could write:
fromtransitions.extensionsimportLockedHierarchicalGraphMachineasLHGMachinemachine=LHGMachine(model,states,transitions)
Transitions includes an extension module which allows nesting states.This allows us to create contexts and to model cases where states are related to certain subtasks in the state machine.To create a nested state, either importNestedState from transitions or use a dictionary with the initialization argumentsname andchildren.Optionally,initial can be used to define a sub state to transit to, when the nested state is entered.
fromtransitions.extensionsimportHierarchicalMachinestates= ['standing','walking', {'name':'caffeinated','children':['dithering','running']}]transitions= [ ['walk','standing','walking'], ['stop','walking','standing'], ['drink','*','caffeinated'], ['walk', ['caffeinated','caffeinated_dithering'],'caffeinated_running'], ['relax','caffeinated','standing']]machine=HierarchicalMachine(states=states,transitions=transitions,initial='standing',ignore_invalid_triggers=True)machine.walk()# Walking nowmachine.stop()# let's stop for a momentmachine.drink()# coffee timemachine.state>>>'caffeinated'machine.walk()# we have to go fastermachine.state>>>'caffeinated_running'machine.stop()# can't stop moving!machine.state>>>'caffeinated_running'machine.relax()# leave nested statemachine.state# phew, what a ride>>>'standing'# machine.on_enter_caffeinated_running('callback_method')
A configuration making use ofinitial could look like this:
# ...states= ['standing','walking', {'name':'caffeinated','initial':'dithering','children': ['dithering','running']}]transitions= [ ['walk','standing','walking'], ['stop','walking','standing'],# this transition will end in 'caffeinated_dithering'... ['drink','*','caffeinated'],# ... that is why we do not need do specify 'caffeinated' here anymore ['walk','caffeinated_dithering','caffeinated_running'], ['relax','caffeinated','standing']]# ...
Theinitial keyword of theHierarchicalMachine constructor accepts nested states (e.g.initial='caffeinated_running') and a list of states which is considered to be a parallel state (e.g.initial=['A', 'B']) or the current state of another model (initial=model.state) which should be effectively one of the previous mentioned options. Note that when passing a string,transition will check the targeted state forinitial substates and use this as an entry state. This will be done recursively until a substate does not mention an initial state. Parallel states or a state passed as a list will be used 'as is' and no further initial evaluation will be conducted.
Note that your previously created state objectmust be aNestedState or a derived class of it.The standardState class used in simpleMachine instances lacks features required for nesting.
fromtransitions.extensions.nestingimportHierarchicalMachine,NestedStatefromtransitionsimportStatem=HierarchicalMachine(states=['A'],initial='initial')m.add_state('B')# finem.add_state({'name':'C'})# also finem.add_state(NestedState('D'))# fine as wellm.add_state(State('E'))# does not work!
Some things that have to be considered when working with nested states: Statenames are concatenated withNestedState.separator.Currently the separator is set to underscore ('_') and therefore behaves similar to the basic machine.This means a substatebar from statefoo will be known byfoo_bar. A substatebaz ofbar will be referred to asfoo_bar_baz and so on.When entering a substate,enter will be called for all parent states. The same is true for exiting substates.Third, nested states can overwrite transition behaviour of their parents.If a transition is not known to the current state it will be delegated to its parent.
This means that in the standard configuration, state names in HSMs MUST NOT contain underscores.Fortransitions it's impossible to tell whethermachine.add_state('state_name') should add a state namedstate_name or add a substatename to the statestate.In some cases this is not sufficient however.For instance if state names consist of more than one word and you want/need to use underscore to separate them instead ofCamelCase.To deal with this, you can change the character used for separation quite easily.You can even use fancy unicode characters if you use Python 3.Setting the separator to something else than underscore changes some of the behaviour (auto_transition and setting callbacks) though:
fromtransitions.extensionsimportHierarchicalMachinefromtransitions.extensions.nestingimportNestedStateNestedState.separator='↦'states= ['A','B', {'name':'C','children':['1','2', {'name':'3','children': ['a','b','c']} ]}]transitions= [ ['reset','C','A'], ['reset','C↦2','C']# overwriting parent reset]# we rely on auto transitionsmachine=HierarchicalMachine(states=states,transitions=transitions,initial='A')machine.to_B()# exit state A, enter state Bmachine.to_C()# exit B, enter Cmachine.to_C.s3.a()# enter C↦a; enter C↦3↦a;machine.state>>>'C↦3↦a'assertmachine.is_C.s3.a()machine.to('C↦2')# not interactive; exit C↦3↦a, exit C↦3, enter C↦2machine.reset()# exit C↦2; reset C has been overwritten by C↦3machine.state>>>'C'machine.reset()# exit C, enter Amachine.state>>>'A'# s.on_enter('C↦3↦a', 'callback_method')
Instead ofto_C_3_a() auto transition is called asto_C.s3.a(). If your substate starts with a digit, transitions adds a prefix 's' ('3' becomes 's3') to the auto transitionFunctionWrapper to comply with the attribute naming scheme of Python.If interactive completion is not required,to('C↦3↦a') can be called directly. Additionally,on_enter/exit_<<state name>> is replaced withon_enter/exit(state_name, callback). State checks can be conducted in a similar fashion. Instead ofis_C_3_a(), theFunctionWrapper variantis_C.s3.a() can be used.
To check whether the current state is a substate of a specific state,is_state supports the keywordallow_substates:
machine.state>>>'C.2.a'machine.is_C()# checks for specific states>>>Falsemachine.is_C(allow_substates=True)>>>Trueassertmachine.is_C.s2()isFalseassertmachine.is_C.s2(allow_substates=True)# FunctionWrapper support allow_substate as well
You can use enumerations in HSMs as well but keep in mind thatEnum are compared by value.If you have a value more than once in a state tree those states cannot be distinguished.
states= [States.RED,States.YELLOW, {'name':States.GREEN,'children': ['tick','tock']}]states= ['A', {'name':'B','children':states,'initial':States.GREEN},States.GREEN]machine=HierarchicalMachine(states=states)machine.to_B()machine.is_GREEN()# returns True even though the actual state is B_GREEN
HierarchicalMachine has been rewritten from scratch to support parallel states and better isolation of nested states.This involves some tweaks based on community feedback.To get an idea of processing order and configuration have a look at the following example:
fromtransitions.extensions.nestingimportHierarchicalMachineimportloggingstates= ['A','B', {'name':'C','parallel': [{'name':'1','children': ['a','b','c'],'initial':'a','transitions': [['go','a','b']]}, {'name':'2','children': ['x','y','z'],'initial':'z'}],'transitions': [['go','2_z','2_x']]}]transitions= [['reset','C_1_b','B']]logging.basicConfig(level=logging.INFO)machine=HierarchicalMachine(states=states,transitions=transitions,initial='A')machine.to_C()# INFO:transitions.extensions.nesting:Exited state A# INFO:transitions.extensions.nesting:Entered state C# INFO:transitions.extensions.nesting:Entered state C_1# INFO:transitions.extensions.nesting:Entered state C_2# INFO:transitions.extensions.nesting:Entered state C_1_a# INFO:transitions.extensions.nesting:Entered state C_2_zmachine.go()# INFO:transitions.extensions.nesting:Exited state C_1_a# INFO:transitions.extensions.nesting:Entered state C_1_b# INFO:transitions.extensions.nesting:Exited state C_2_z# INFO:transitions.extensions.nesting:Entered state C_2_xmachine.reset()# INFO:transitions.extensions.nesting:Exited state C_1_b# INFO:transitions.extensions.nesting:Exited state C_2_x# INFO:transitions.extensions.nesting:Exited state C_1# INFO:transitions.extensions.nesting:Exited state C_2# INFO:transitions.extensions.nesting:Exited state C# INFO:transitions.extensions.nesting:Entered state B
When usingparallel instead ofchildren,transitions will enter all states of the passed list at the same time.Which substate to enter is defined byinitial which shouldalways point to a direct substate.A novel feature is to define local transitions by passing thetransitions keyword in a state definition.The above defined transition['go', 'a', 'b'] is only valid inC_1.While you can reference substates as done in['go', '2_z', '2_x'] you cannot reference parent states directly in locally defined transitions.When a parent state is exited, its children will also be exited.In addition to the processing order of transitions known fromMachine where transitions are considered in the order they were added,HierarchicalMachine considers hierarchy as well.Transitions defined in substates will be evaluated first (e.g.C_1_a is left beforeC_2_z) and transitions defined with wildcard* will (for now) only add transitions to root states (in this exampleA,B,C)Starting with0.8.0 nested states can be added directly and will issue the creation of parent states on-the-fly:
m=HierarchicalMachine(states=['A'],initial='A')m.add_state('B_1_a')m.to_B_1()assertm.is_B(allow_substates=True)
Experimental in 0.9.1:You can make use ofon_final callbacks either in states or on the HSM itself. Callbacks will be triggered if a) the state itself is tagged withfinal and has just been entered or b) all substates are considered final and at least one substate just entered a final state. In case of b) all parents will be considered final as well if condition b) holds true for them. This might be useful in cases where processing happens in parallel and your HSM or any parent state should be notified when all substates have reached a final state:
fromtransitions.extensionsimportHierarchicalMachinefromfunctoolsimportpartial# We initialize this parallel HSM in state A:# / X# / / yI# A -> B - Y - yII [final]# \ Z - zI# \ zII [final]deffinal_event_raised(name):print("{} is final!".format(name))states= ['A', {'name':'B','parallel': [{'name':'X','final':True,'on_final':partial(final_event_raised,'X')}, {'name':'Y','transitions': [['final_Y','yI','yII']],'initial':'yI','on_final':partial(final_event_raised,'Y'),'states': ['yI', {'name':'yII','final':True}] }, {'name':'Z','transitions': [['final_Z','zI','zII']],'initial':'zI','on_final':partial(final_event_raised,'Z'),'states': ['zI', {'name':'zII','final':True}] }, ],"on_final":partial(final_event_raised,'B')}]machine=HierarchicalMachine(states=states,on_final=partial(final_event_raised,'Machine'),initial='A')# X will emit a final event right awaymachine.to_B()# >>> X is final!print(machine.state)# >>> ['B_X', 'B_Y_yI', 'B_Z_zI']# Y's substate is final now and will trigger 'on_final' on Ymachine.final_Y()# >>> Y is final!print(machine.state)# >>> ['B_X', 'B_Y_yII', 'B_Z_zI']# Z's substate becomes final which also makes all children of B final and thus machine itselfmachine.final_Z()# >>> Z is final!# >>> B is final!# >>> Machine is final!
Besides semantic order, nested states are very handy if you want to specify state machines for specific tasks and plan to reuse them.Before0.8.0, aHierarchicalMachine would not integrate the machine instance itself but the states and transitions by creating copies of them.However, since0.8.0(Nested)State instances are justreferenced which means changes in one machine's collection of states and events will influence the other machine instance. Models and their state will not be shared though.Note that events and transitions are also copied by reference and will be shared by both instances if you do not use theremap keyword.This change was done to be more in line withMachine which also uses passedState instances by reference.
count_states= ['1','2','3','done']count_trans= [ ['increase','1','2'], ['increase','2','3'], ['decrease','3','2'], ['decrease','2','1'], ['done','3','done'], ['reset','*','1']]counter=HierarchicalMachine(states=count_states,transitions=count_trans,initial='1')counter.increase()# love my counterstates= ['waiting','collecting', {'name':'counting','children':counter}]transitions= [ ['collect','*','collecting'], ['wait','*','waiting'], ['count','collecting','counting']]collector=HierarchicalMachine(states=states,transitions=transitions,initial='waiting')collector.collect()# collectingcollector.count()# let's see what we got; counting_1collector.increase()# counting_2collector.increase()# counting_3collector.done()# collector.state == counting_donecollector.wait()# collector.state == waiting
If aHierarchicalMachine is passed with thechildren keyword, the initial state of this machine will be assigned to the new parent state.In the above example we see that enteringcounting will also entercounting_1.If this is undesired behaviour and the machine should rather halt in the parent state, the user can passinitial asFalse like{'name': 'counting', 'children': counter, 'initial': False}.
Sometimes you want such an embedded state collection to 'return' which means after it is done it should exit and transit to one of your super states.To achieve this behaviour you can remap state transitions.In the example above we would like the counter to return if the statedone was reached.This is done as follows:
states= ['waiting','collecting', {'name':'counting','children':counter,'remap': {'done':'waiting'}}]...# same as abovecollector.increase()# counting_3collector.done()collector.state>>>'waiting'# be aware that 'counting_done' will be removed from the state machine
As mentioned above, usingremap willcopy events and transitions since they could not be valid in the original state machine.If a reused state machine does not have a final state, you can of course add the transitions manually.If 'counter' had no 'done' state, we could just add['done', 'counter_3', 'waiting'] to achieve the same behaviour.
In cases where you want states and transitions to be copied by value rather than reference (for instance, if you want to keep the pre-0.8 behaviour) you can do so by creating aNestedState and assigning deep copies of the machine's events and states to it.
fromtransitions.extensions.nestingimportNestedStatefromcopyimportdeepcopy# ... configuring and creating countercounting_state=NestedState(name="counting",initial='1')counting_state.states=deepcopy(counter.states)counting_state.events=deepcopy(counter.events)states= ['waiting','collecting',counting_state]
For complex state machines, sharing configurations rather than instantiated machines might be more feasible.Especially since instantiated machines must be derived fromHierarchicalMachine.Such configurations can be stored and loaded easily via JSON or YAML (see theFAQ).HierarchicalMachine allows defining substates either with the keywordchildren orstates.If both are present, onlychildren will be considered.
counter_conf= {'name':'counting','states': ['1','2','3','done'],'transitions': [ ['increase','1','2'], ['increase','2','3'], ['decrease','3','2'], ['decrease','2','1'], ['done','3','done'], ['reset','*','1'] ],'initial':'1'}collector_conf= {'name':'collector','states': ['waiting','collecting',counter_conf],'transitions': [ ['collect','*','collecting'], ['wait','*','waiting'], ['count','collecting','counting'] ],'initial':'waiting'}collector=HierarchicalMachine(**collector_conf)collector.collect()collector.count()collector.increase()assertcollector.is_counting_2()
Additional Keywords:
title(optional): Sets the title of the generated image.show_conditions(default False): Shows conditions at transition edgesshow_auto_transitions(default False): Shows auto transitions in graphshow_state_attributes(default False): Show callbacks (enter, exit), tags and timeouts in graph
Transitions can generate basic state diagrams displaying all valid transitions between states.The basic diagram support generates amermaid state machine definition which can be used with mermaid'slive editor, in markdown files in GitLab or GitHub and other web services.For instance, this code:
fromtransitions.extensions.diagramsimportHierarchicalGraphMachineimportpyperclipstates= ['A','B', {'name':'C','final':True,'parallel': [{'name':'1','children': ['a', {"name":"b","final":True}],'initial':'a','transitions': [['go','a','b']]}, {'name':'2','children': ['a', {"name":"b","final":True}],'initial':'a','transitions': [['go','a','b']]}]}]transitions= [['reset','C','A'], ["init","A","B"], ["do","B","C"]]m=HierarchicalGraphMachine(states=states,transitions=transitions,initial="A",show_conditions=True,title="Mermaid",graph_engine="mermaid",auto_transitions=False)m.init()pyperclip.copy(m.get_graph().draw(None))# using pyperclip for convenienceprint("Graph copied to clipboard!")
Produces this diagram (check the document source to see the markdown notation):
---Mermaid Graph---stateDiagram-v2 direction LR classDef s_default fill:white,color:black classDef s_inactive fill:white,color:black classDef s_parallel color:black,fill:white classDef s_active color:red,fill:darksalmon classDef s_previous color:blue,fill:azure state "A" as A Class A s_previous state "B" as B Class B s_active state "C" as C C --> [*] Class C s_default state C { state "1" as C_1 state C_1 { [*] --> C_1_a state "a" as C_1_a state "b" as C_1_b C_1_b --> [*] } -- state "2" as C_2 state C_2 { [*] --> C_2_a state "a" as C_2_a state "b" as C_2_b C_2_b --> [*] } } C --> A: reset A --> B: init B --> C: do C_1_a --> C_1_b: go C_2_a --> C_2_b: go [*] --> ATo use more sophisticated graphing functionality, you'll need to havegraphviz and/orpygraphviz installed.To generate graphs with the packagegraphviz, you need to installGraphviz manually or via a package manager.
sudo apt-get install graphviz graphviz-dev # Ubuntu and Debianbrew install graphviz # MacOSconda install graphviz python-graphviz # (Ana)condaNow you can install the actual Python packages
pip install graphviz pygraphviz # install graphviz and/or pygraphviz manually...pip install transitions[diagrams] # ... or install transitions with 'diagrams' extras which currently depends on pygraphvizCurrently,GraphMachine will usepygraphviz when available and fall back tographviz whenpygraphviz cannot befound.Ifgraphviz is not available either,mermaid will be used.This can be overridden by passinggraph_engine="graphviz" (or"mermaid") to the constructor.Note that this default might change in the future andpygraphviz support may be dropped.WithModel.get_graph() you can get the current graph or the region of interest (roi) and draw it like this:
# import transitionsfromtransitions.extensionsimportGraphMachinem=Model()# without further arguments pygraphviz will be usedmachine=GraphMachine(model=m, ...)# when you want to use graphviz explicitlymachine=GraphMachine(model=m,graph_engine="graphviz", ...)# in cases where auto transitions should be visiblemachine=GraphMachine(model=m,show_auto_transitions=True, ...)# draw the whole graph ...m.get_graph().draw('my_state_diagram.png',prog='dot')# ... or just the region of interest# (previous state, active state and all reachable states)roi=m.get_graph(show_roi=True).draw('my_state_diagram.png',prog='dot')
This produces something like this:
Independent of the backend you use, the draw function also accepts a file descriptor or a binary stream as the first argument. If you set this parameter toNone, the byte stream will be returned:
importiowithopen('a_graph.png','bw')asf:# you need to pass the format when you pass objects instead of filenames.m.get_graph().draw(f,format="png",prog='dot')# you can pass a (binary) stream toob=io.BytesIO()m.get_graph().draw(b,format="png",prog='dot')# or just handle the binary string yourselfresult=m.get_graph().draw(None,format="png",prog='dot')assertresult==b.getvalue()
References and partials passed as callbacks will be resolved as good as possible:
fromtransitions.extensionsimportGraphMachinefromfunctoolsimportpartialclassModel:defclear_state(self,deep=False,force=False):print("Clearing state ...")returnTruemodel=Model()machine=GraphMachine(model=model,states=['A','B','C'],transitions=[ {'trigger':'clear','source':'B','dest':'A','conditions':model.clear_state}, {'trigger':'clear','source':'C','dest':'A','conditions':partial(model.clear_state,False,force=True)}, ],initial='A',show_conditions=True)model.get_graph().draw('my_state_diagram.png',prog='dot')
This should produce something similar to this:
If the format of references does not suit your needs, you can override the static methodGraphMachine.format_references. If you want to skip reference entirely, just letGraphMachine.format_references returnNone.Also, have a look at ourexample IPython/Jupyter notebooks for a more detailed example about how to use and edit graphs.
In cases where event dispatching is done in threads, one can use eitherLockedMachine orLockedHierarchicalMachine wherefunction access (!sic) is secured with reentrant locks.This does not save you from corrupting your machine by tinkering with member variables of your model or state machine.
fromtransitions.extensionsimportLockedMachinefromthreadingimportThreadimporttimestates= ['A','B','C']machine=LockedMachine(states=states,initial='A')# let us assume that entering B will take some timethread=Thread(target=machine.to_B)thread.start()time.sleep(0.01)# thread requires some time to startmachine.to_C()# synchronized access; won't execute before thread is done# accessing attributes directlythread=Thread(target=machine.to_B)thread.start()machine.new_attrib=42# not synchronized! will mess with execution order
Any python context manager can be passed in via themachine_context keyword argument:
fromtransitions.extensionsimportLockedMachinefromthreadingimportRLockstates= ['A','B','C']lock1=RLock()lock2=RLock()machine=LockedMachine(states=states,initial='A',machine_context=[lock1,lock2])
Any contexts viamachine_model will be shared between all models registered with theMachine.Per-model contexts can be added as well:
lock3=RLock()machine.add_model(model,model_context=lock3)
It's important that all user-provided context managers are re-entrant since the state machine will call them multipletimes, even in the context of a single trigger invocation.
If you are using Python 3.7 or later, you can useAsyncMachine to work with asynchronous callbacks.You can mix synchronous and asynchronous callbacks if you like but this may have undesired side effects.Note that events need to be awaited and the event loop must also be handled by you.
fromtransitions.extensions.asyncioimportAsyncMachineimportasyncioimporttimeclassAsyncModel:defprepare_model(self):print("I am synchronous.")self.start_time=time.time()asyncdefbefore_change(self):print("I am asynchronous and will block now for 100 milliseconds.")awaitasyncio.sleep(0.1)print("I am done waiting.")defsync_before_change(self):print("I am synchronous and will block the event loop (what I probably shouldn't)")time.sleep(0.1)print("I am done waiting synchronously.")defafter_change(self):print(f"I am synchronous again. Execution took{int((time.time()-self.start_time)*1000)} ms.")transition=dict(trigger="start",source="Start",dest="Done",prepare="prepare_model",before=["before_change"]*5+ ["sync_before_change"],after="after_change")# execute before function in asynchronously 5 timesmodel=AsyncModel()machine=AsyncMachine(model,states=["Start","Done"],transitions=[transition],initial='Start')asyncio.get_event_loop().run_until_complete(model.start())# >>> I am synchronous.# I am asynchronous and will block now for 100 milliseconds.# I am asynchronous and will block now for 100 milliseconds.# I am asynchronous and will block now for 100 milliseconds.# I am asynchronous and will block now for 100 milliseconds.# I am asynchronous and will block now for 100 milliseconds.# I am synchronous and will block the event loop (what I probably shouldn't)# I am done waiting synchronously.# I am done waiting.# I am done waiting.# I am done waiting.# I am done waiting.# I am done waiting.# I am synchronous again. Execution took 101 ms.assertmodel.is_Done()
So, why do you need to use Python 3.7 or later you may ask.Async support has been introduced earlier.AsyncMachine makes use ofcontextvars to handle running callbacks when new events arrive before a transitionhas been finished:
asyncdefawait_never_return():awaitasyncio.sleep(100)raiseValueError("That took too long!")asyncdeffix():awaitm2.fix()m1=AsyncMachine(states=['A','B','C'],initial='A',name="m1")m2=AsyncMachine(states=['A','B','C'],initial='A',name="m2")m2.add_transition(trigger='go',source='A',dest='B',before=await_never_return)m2.add_transition(trigger='fix',source='A',dest='C')m1.add_transition(trigger='go',source='A',dest='B',after='go')m1.add_transition(trigger='go',source='B',dest='C',after=fix)asyncio.get_event_loop().run_until_complete(asyncio.gather(m2.go(),m1.go()))assertm1.state==m2.state
This example actually illustrates two things:First, that 'go' called in m1's transition fromA to beB is not cancelled and second, callingm2.fix() willhalt the transition attempt of m2 fromA toB by executing 'fix' fromA toC.This separation would not be possible withoutcontextvars.Note thatprepare andconditions are NOT treated as ongoing transitions.This means that afterconditions have been evaluated, a transition is executed even though another event already happened.Tasks will only be cancelled when run as abefore callback or later.
AsyncMachine features a model-special queue mode which can be used whenqueued='model' is passed to the constructor.With a model-specific queue, events will only be queued when they belong to the same model.Furthermore, a raised exception will only clear the event queue of the model that raised that exception.For the sake of simplicity, let's assume that every event inasyncio.gather below is not triggered at the same time but slightly delayed:
asyncio.gather(model1.event1(),model1.event2(),model2.event1())# execution order with AsyncMachine(queued=True)# model1.event1 -> model1.event2 -> model2.event1# execution order with AsyncMachine(queued='model')# (model1.event1, model2.event1) -> model1.event2asyncio.gather(model1.event1(),model1.error(),model1.event3(),model2.event1(),model2.event2(),model2.event3())# execution order with AsyncMachine(queued=True)# model1.event1 -> model1.error# execution order with AsyncMachine(queued='model')# (model1.event1, model2.event1) -> (model1.error, model2.event2) -> model2.event3
Note that queue modes must not be changed after machine construction.
If your superheroes need some custom behaviour, you can throw in some extra functionality by decorating machine states:
fromtimeimportsleepfromtransitionsimportMachinefromtransitions.extensions.statesimportadd_state_features,Tags,Timeout@add_state_features(Tags,Timeout)classCustomStateMachine(Machine):passclassSocialSuperhero(object):def__init__(self):self.entourage=0defon_enter_waiting(self):self.entourage+=1states= [{'name':'preparing','tags': ['home','busy']}, {'name':'waiting','timeout':1,'on_timeout':'go'}, {'name':'away'}]# The city needs us!transitions= [['done','preparing','waiting'], ['join','waiting','waiting'],# Entering Waiting again will increase our entourage ['go','waiting','away']]# Okay, let' movehero=SocialSuperhero()machine=CustomStateMachine(model=hero,states=states,transitions=transitions,initial='preparing')asserthero.state=='preparing'# Preparing for the night shiftassertmachine.get_state(hero.state).is_busy# We are at home and busyhero.done()asserthero.state=='waiting'# Waiting for fellow superheroes to join usasserthero.entourage==1# It's just us so farsleep(0.7)# Waiting...hero.join()# Weeh, we got companysleep(0.5)# Waiting...hero.join()# Even more company \o/sleep(2)# Waiting...asserthero.state=='away'# Impatient superhero already left the buildingassertmachine.get_state(hero.state).is_homeisFalse# Yupp, not at home anymoreasserthero.entourage==3# At least he is not alone
Currently, transitions comes equipped with the following state features:
Timeout -- triggers an event after some time has passed
- keyword:
timeout(int, optional) -- if passed, an entered state will timeout aftertimeoutseconds - keyword:
on_timeout(string/callable, optional) -- will be called when timeout time has been reached - will raise an
AttributeErrorwhentimeoutis set buton_timeoutis not - Note: A timeout is triggered in a thread. This implies several limitations (e.g. catching Exceptions raised in timeouts). Consider an event queue for more sophisticated applications.
- keyword:
Tags -- adds tags to states
- keyword:
tags(list, optional) -- assigns tags to a state State.is_<tag_name>will returnTruewhen the state has been tagged withtag_name, elseFalse
- keyword:
Error -- raises a
MachineErrorwhen a state cannot be left- inherits from
Tags(if you useErrordo not useTags) - keyword:
accepted(bool, optional) -- marks a state as accepted - alternatively the keyword
tagscan be passed, containing 'accepted' - Note: Errors will only be raised if
auto_transitionshas been set toFalse. Otherwise every state can be exited withto_<state>methods.
- inherits from
Volatile -- initialises an object every time a state is entered
- keyword:
volatile(class, optional) -- every time the state is entered an object of type class will be assigned to the model. The attribute name is defined byhook. If omitted, an empty VolatileObject will be created instead - keyword:
hook(string, default='scope') -- The model's attribute name for the temporal object.
- keyword:
You can write your ownState extensions and add them the same way. Just note thatadd_state_features expectsMixins. This means your extension should always call the overridden methods__init__,enter andexit. Your extension may inherit fromState but will also work without it.Using@add_state_features has a drawback which is that decorated machines cannot be pickled (more precisely, the dynamically generatedCustomState cannot be pickled).This might be a reason to write a dedicated custom state class instead.Depending on the chosen state machine, your custom state class may need to provide certain state features. For instance,HierarchicalMachine requires your custom state to be an instance ofNestedState (State is not sufficient). To inject your states you can either assign them to yourMachine's class attributestate_cls or overrideMachine.create_state in case you need some specific procedures done whenever a state is created:
fromtransitionsimportMachine,StateclassMyState(State):passclassCustomMachine(Machine):# Use MyState as state classstate_cls=MyStateclassVerboseMachine(Machine):# `Machine._create_state` is a class method but we can# override it to be an instance methoddef_create_state(self,*args,**kwargs):print("Creating a new state with machine '{0}'".format(self.name))returnMyState(*args,**kwargs)
If you want to avoid threads in yourAsyncMachine entirely, you can replace theTimeout state feature withAsyncTimeout from theasyncio extension:
importasynciofromtransitions.extensions.statesimportadd_state_featuresfromtransitions.extensions.asyncioimportAsyncTimeout,AsyncMachine@add_state_features(AsyncTimeout)classTimeoutMachine(AsyncMachine):passstates= ['A', {'name':'B','timeout':0.2,'on_timeout':'to_C'},'C']m=TimeoutMachine(states=states,initial='A',queued=True)# see remark belowasyncio.run(asyncio.wait([m.to_B(),asyncio.sleep(0.1)]))assertm.is_B()# timeout shouldn't be triggeredasyncio.run(asyncio.wait([m.to_B(),asyncio.sleep(0.3)]))assertm.is_C()# now timeout should have been processed
You should consider passingqueued=True to theTimeoutMachine constructor. This will make sure that events are processed sequentially and avoid asynchronousracing conditions that may appear when timeout and event happen in proximity.
You can have a look at theFAQ for some inspiration or checkoutdjango-transitions.It has been developed by Christian Ledermann and is also hosted onGithub.The documentation contains some usage examples.
First, congratulations! You reached the end of the documentation!If you want to try outtransitions before you install it, you can do that in an interactive Jupyter notebook at mybinder.org.Just click this button 👉.
For bug reports and other issues, pleaseopen an issue on GitHub.
For usage questions, post on Stack Overflow, making sure to tag your question with thepytransitions tag. Do not forget to have a look at theextended examples!
For any other questions, solicitations, or large unrestricted monetary gifts, emailTal Yarkoni (initial author) and/orAlexander Neumann (current maintainer).
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A lightweight, object-oriented finite state machine implementation in Python with many extensions
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