state_machine 1.1.0 → 1.1.1
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- data/.yardopts +0 -1
- data/CHANGELOG.md +7 -0
- data/LICENSE +1 -1
- data/README.md +97 -5
- data/gemfiles/active_model-3.0.0.gemfile.lock +1 -1
- data/gemfiles/active_model-3.0.5.gemfile.lock +1 -1
- data/gemfiles/active_model-3.1.1.gemfile.lock +1 -1
- data/gemfiles/active_record-2.0.0.gemfile.lock +1 -1
- data/gemfiles/active_record-2.0.5.gemfile.lock +1 -1
- data/gemfiles/active_record-2.1.0.gemfile.lock +1 -1
- data/gemfiles/active_record-2.1.2.gemfile.lock +1 -1
- data/gemfiles/active_record-2.2.3.gemfile.lock +1 -1
- data/gemfiles/active_record-2.3.12.gemfile.lock +1 -1
- data/gemfiles/active_record-3.0.0.gemfile.lock +1 -1
- data/gemfiles/active_record-3.0.5.gemfile.lock +1 -1
- data/gemfiles/active_record-3.1.1.gemfile.lock +1 -1
- data/gemfiles/data_mapper-0.10.2.gemfile.lock +1 -1
- data/gemfiles/data_mapper-0.9.11.gemfile.lock +1 -1
- data/gemfiles/data_mapper-0.9.4.gemfile.lock +1 -1
- data/gemfiles/data_mapper-0.9.7.gemfile.lock +1 -1
- data/gemfiles/data_mapper-1.0.0.gemfile.lock +1 -1
- data/gemfiles/data_mapper-1.0.1.gemfile.lock +1 -1
- data/gemfiles/data_mapper-1.0.2.gemfile.lock +1 -1
- data/gemfiles/data_mapper-1.1.0.gemfile.lock +1 -1
- data/gemfiles/data_mapper-1.2.0.gemfile.lock +1 -1
- data/gemfiles/default.gemfile.lock +1 -1
- data/gemfiles/graphviz-0.9.0.gemfile.lock +1 -1
- data/gemfiles/graphviz-0.9.21.gemfile.lock +1 -1
- data/gemfiles/graphviz-1.0.0.gemfile.lock +1 -1
- data/gemfiles/mongo_mapper-0.10.0.gemfile.lock +1 -1
- data/gemfiles/mongo_mapper-0.5.5.gemfile.lock +1 -1
- data/gemfiles/mongo_mapper-0.5.8.gemfile.lock +1 -1
- data/gemfiles/mongo_mapper-0.6.0.gemfile.lock +1 -1
- data/gemfiles/mongo_mapper-0.6.10.gemfile.lock +1 -1
- data/gemfiles/mongo_mapper-0.7.0.gemfile.lock +1 -1
- data/gemfiles/mongo_mapper-0.7.5.gemfile.lock +1 -1
- data/gemfiles/mongo_mapper-0.8.0.gemfile.lock +1 -1
- data/gemfiles/mongo_mapper-0.8.3.gemfile.lock +1 -1
- data/gemfiles/mongo_mapper-0.8.4.gemfile.lock +1 -1
- data/gemfiles/mongo_mapper-0.8.6.gemfile.lock +1 -1
- data/gemfiles/mongo_mapper-0.9.0.gemfile.lock +1 -1
- data/gemfiles/mongoid-2.0.0.gemfile.lock +1 -1
- data/gemfiles/mongoid-2.1.4.gemfile.lock +1 -1
- data/gemfiles/mongoid-2.2.4.gemfile.lock +1 -1
- data/gemfiles/mongoid-2.3.3.gemfile.lock +1 -1
- data/gemfiles/sequel-2.11.0.gemfile.lock +1 -1
- data/gemfiles/sequel-2.12.0.gemfile.lock +1 -1
- data/gemfiles/sequel-2.8.0.gemfile.lock +1 -1
- data/gemfiles/sequel-3.0.0.gemfile.lock +1 -1
- data/gemfiles/sequel-3.13.0.gemfile.lock +1 -1
- data/gemfiles/sequel-3.14.0.gemfile.lock +1 -1
- data/gemfiles/sequel-3.23.0.gemfile.lock +1 -1
- data/gemfiles/sequel-3.24.0.gemfile.lock +1 -1
- data/gemfiles/sequel-3.29.0.gemfile.lock +1 -1
- data/lib/state_machine.rb +2 -499
- data/lib/state_machine/core.rb +2 -0
- data/lib/state_machine/core_ext.rb +1 -0
- data/lib/state_machine/core_ext/class/state_machine.rb +5 -0
- data/lib/state_machine/event.rb +0 -5
- data/lib/state_machine/event_collection.rb +1 -1
- data/lib/state_machine/integrations/mongo_mapper.rb +1 -1
- data/lib/state_machine/integrations/mongoid.rb +1 -1
- data/lib/state_machine/machine.rb +12 -0
- data/lib/state_machine/macro_methods.rb +493 -0
- data/lib/state_machine/node_collection.rb +50 -18
- data/lib/state_machine/state.rb +0 -5
- data/lib/state_machine/state_collection.rb +1 -1
- data/lib/state_machine/version.rb +1 -1
- data/test/unit/event_collection_test.rb +34 -0
- data/test/unit/integrations/data_mapper_test.rb +38 -0
- data/test/unit/integrations/mongo_mapper_test.rb +28 -0
- data/test/unit/integrations/mongoid_test.rb +28 -0
- data/test/unit/machine_test.rb +15 -0
- data/test/unit/node_collection_test.rb +37 -9
- data/test/unit/state_collection_test.rb +38 -0
- data/test/unit/state_test.rb +1 -1
- metadata +11 -6
data/lib/state_machine.rb
CHANGED
@@ -1,499 +1,2 @@
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require 'state_machine/
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# A state machine is a model of behavior composed of states, events, and
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# transitions. This helper adds support for defining this type of
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# functionality on any Ruby class.
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module StateMachine
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module MacroMethods
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# Creates a new state machine with the given name. The default name, if not
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# specified, is <tt>:state</tt>.
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#
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# Configuration options:
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# * <tt>:attribute</tt> - The name of the attribute to store the state value
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# in. By default, this is the same as the name of the machine.
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# * <tt>:initial</tt> - The initial state of the attribute. This can be a
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# static state or a lambda block which will be evaluated at runtime
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# (e.g. lambda {|vehicle| vehicle.speed == 0 ? :parked : :idling}).
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# Default is nil.
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# * <tt>:initialize</tt> - Whether to automatically initialize the attribute
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# by hooking into #initialize on the owner class. Default is true.
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# * <tt>:action</tt> - The instance method to invoke when an object
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# transitions. Default is nil unless otherwise specified by the
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# configured integration.
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# * <tt>:namespace</tt> - The name to use for namespacing all generated
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# state / event instance methods (e.g. "heater" would generate
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# :turn_on_heater and :turn_off_heater for the :turn_on/:turn_off events).
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# Default is nil.
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# * <tt>:integration</tt> - The name of the integration to use for adding
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# library-specific behavior to the machine. Built-in integrations
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# include :active_model, :active_record, :data_mapper, :mongo_mapper, and
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# :sequel. By default, this is determined automatically.
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#
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# Configuration options relevant to ORM integrations:
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# * <tt>:plural</tt> - The pluralized version of the name. By default, this
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# will attempt to call +pluralize+ on the name. If this method is not
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# available, an "s" is appended. This is used for generating scopes.
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# * <tt>:messages</tt> - The error messages to use when invalidating
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# objects due to failed transitions. Messages include:
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# * <tt>:invalid</tt>
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# * <tt>:invalid_event</tt>
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# * <tt>:invalid_transition</tt>
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# * <tt>:use_transactions</tt> - Whether transactions should be used when
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# firing events. Default is true unless otherwise specified by the
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# configured integration.
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#
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# This also expects a block which will be used to actually configure the
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# states, events and transitions for the state machine. *Note* that this
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# block will be executed within the context of the state machine. As a
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# result, you will not be able to access any class methods unless you refer
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# to them directly (i.e. specifying the class name).
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#
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# For examples on the types of state machine configurations and blocks, see
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# the section below.
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#
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# == Examples
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#
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# With the default name/attribute and no configuration:
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#
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# class Vehicle
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# state_machine do
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# event :park do
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# ...
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# end
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# end
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# end
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#
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# The above example will define a state machine named "state" that will
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# store the value in the +state+ attribute. Every vehicle will start
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# without an initial state.
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#
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# With a custom name / attribute:
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#
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# class Vehicle
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# state_machine :status, :attribute => :status_value do
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# ...
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# end
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# end
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#
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# With a static initial state:
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#
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# class Vehicle
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# state_machine :status, :initial => :parked do
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# ...
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# end
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# end
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#
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# With a dynamic initial state:
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#
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# class Vehicle
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# state_machine :status, :initial => lambda {|vehicle| vehicle.speed == 0 ? :parked : :idling} do
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# ...
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# end
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# end
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#
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# == Class Methods
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#
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# The following class methods will be automatically generated by the
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# state machine based on the *name* of the machine. Any existing methods
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# will not be overwritten.
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# * <tt>human_state_name(state)</tt> - Gets the humanized value for the
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# given state. This may be generated by internationalization libraries if
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# supported by the integration.
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# * <tt>human_state_event_name(event)</tt> - Gets the humanized value for
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# the given event. This may be generated by internationalization
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# libraries if supported by the integration.
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#
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# For example,
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#
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# class Vehicle
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# state_machine :state, :initial => :parked do
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# event :ignite do
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# transition :parked => :idling
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# end
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#
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# event :shift_up do
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# transition :idling => :first_gear
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# end
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# end
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# end
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#
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# Vehicle.human_state_name(:parked) # => "parked"
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# Vehicle.human_state_name(:first_gear) # => "first gear"
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# Vehicle.human_state_event_name(:park) # => "park"
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# Vehicle.human_state_event_name(:shift_up) # => "shift up"
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#
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# == Instance Methods
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#
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# The following instance methods will be automatically generated by the
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# state machine based on the *name* of the machine. Any existing methods
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# will not be overwritten.
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# * <tt>state</tt> - Gets the current value for the attribute
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# * <tt>state=(value)</tt> - Sets the current value for the attribute
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# * <tt>state?(name)</tt> - Checks the given state name against the current
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# state. If the name is not a known state, then an ArgumentError is raised.
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# * <tt>state_name</tt> - Gets the name of the state for the current value
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# * <tt>human_state_name</tt> - Gets the human-readable name of the state
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# for the current value
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# * <tt>state_events(requirements = {})</tt> - Gets the list of events that
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# can be fired on the current object's state (uses the *unqualified* event
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# names)
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# * <tt>state_transitions(requirements = {})</tt> - Gets the list of
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# transitions that can be made on the current object's state
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# * <tt>state_paths(requirements = {})</tt> - Gets the list of sequences of
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# transitions that can be run from the current object's state
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# * <tt>fire_state_event(name, *args)</tt> - Fires an arbitrary event with
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# the given argument list. This is essentially the same as calling the
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# actual event method itself.
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#
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# The <tt>state_events</tt>, <tt>state_transitions</tt>, and <tt>state_paths</tt>
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# helpers all take an optional set of requirements for determining what's
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# available for the current object. These requirements include:
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# * <tt>:from</tt> - One or more states to transition from. If none are
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# specified, then this will be the object's current state.
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# * <tt>:to</tt> - One or more states to transition to. If none are
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# specified, then this will match any to state.
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# * <tt>:on</tt> - One or more events to transition on. If none are
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# specified, then this will match any event.
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# * <tt>:guard</tt> - Whether to guard transitions with the if/unless
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# conditionals defined for each one. Default is true.
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#
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# For example,
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#
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# class Vehicle
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# state_machine :state, :initial => :parked do
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# event :ignite do
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# transition :parked => :idling
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# end
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#
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# event :park do
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# transition :idling => :parked
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# end
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# end
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# end
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#
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# vehicle = Vehicle.new
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# vehicle.state # => "parked"
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# vehicle.state_name # => :parked
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# vehicle.human_state_name # => "parked"
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# vehicle.state?(:parked) # => true
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#
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# # Changing state
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# vehicle.state = 'idling'
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# vehicle.state # => "idling"
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# vehicle.state_name # => :idling
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# vehicle.state?(:parked) # => false
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#
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# # Getting current event / transition availability
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# vehicle.state_events # => [:park]
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# vehicle.park # => true
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# vehicle.state_events # => [:ignite]
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# vehicle.state_events(:from => :idling) # => [:park]
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# vehicle.state_events(:to => :parked) # => []
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#
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# vehicle.state_transitions # => [#<StateMachine::Transition attribute=:state event=:ignite from="parked" from_name=:parked to="idling" to_name=:idling>]
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# vehicle.ignite # => true
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# vehicle.state_transitions # => [#<StateMachine::Transition attribute=:state event=:park from="idling" from_name=:idling to="parked" to_name=:parked>]
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#
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# vehicle.state_transitions(:on => :ignite) # => []
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#
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# # Getting current path availability
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# vehicle.state_paths # => [
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# # [#<StateMachine::Transition attribute=:state event=:park from="idling" from_name=:idling to="parked" to_name=:parked>,
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# # #<StateMachine::Transition attribute=:state event=:ignite from="parked" from_name=:parked to="idling" to_name=:idling>]
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# # ]
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# vehicle.state_paths(:guard => false) # =>
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# # [#<StateMachine::Transition attribute=:state event=:park from="idling" from_name=:idling to="parked" to_name=:parked>,
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# # #<StateMachine::Transition attribute=:state event=:ignite from="parked" from_name=:parked to="idling" to_name=:idling>]
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# # ]
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#
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# # Fire arbitrary events
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# vehicle.fire_state_event(:park) # => true
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#
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# == Attribute initialization
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#
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# For most classes, the initial values for state machine attributes are
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# automatically assigned when a new object is created. However, this
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# behavior will *not* work if the class defines an +initialize+ method
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# without properly calling +super+.
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#
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# For example,
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#
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# class Vehicle
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# state_machine :state, :initial => :parked do
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# ...
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# end
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# end
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#
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# vehicle = Vehicle.new # => #<Vehicle:0xb7c8dbf8 @state="parked">
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# vehicle.state # => "parked"
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#
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# In the above example, no +initialize+ method is defined. As a result,
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# the default behavior of initializing the state machine attributes is used.
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#
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# In the following example, a custom +initialize+ method is defined:
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#
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# class Vehicle
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# state_machine :state, :initial => :parked do
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# ...
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# end
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#
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# def initialize
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# end
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# end
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#
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# vehicle = Vehicle.new # => #<Vehicle:0xb7c77678>
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# vehicle.state # => nil
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#
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# Since the +initialize+ method is defined, the state machine attributes
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# never get initialized. In order to ensure that all initialization hooks
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# are called, the custom method *must* call +super+ without any arguments
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# like so:
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#
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# class Vehicle
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# state_machine :state, :initial => :parked do
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# ...
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# end
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#
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# def initialize(attributes = {})
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# ...
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# super()
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# end
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# end
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#
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# vehicle = Vehicle.new # => #<Vehicle:0xb7c8dbf8 @state="parked">
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# vehicle.state # => "parked"
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#
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# Because of the way the inclusion of modules works in Ruby, calling
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# <tt>super()</tt> will not only call the superclass's +initialize+, but
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# also +initialize+ on all included modules. This allows the original state
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# machine hook to get called properly.
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#
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# If you want to avoid calling the superclass's constructor, but still want
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# to initialize the state machine attributes:
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#
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# class Vehicle
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# state_machine :state, :initial => :parked do
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# ...
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# end
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#
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# def initialize(attributes = {})
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# ...
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# initialize_state_machines
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# end
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# end
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#
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# vehicle = Vehicle.new # => #<Vehicle:0xb7c8dbf8 @state="parked">
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# vehicle.state # => "parked"
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#
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# == States
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#
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# All of the valid states for the machine are automatically tracked based
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# on the events, transitions, and callbacks defined for the machine. If
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# there are additional states that are never referenced, these should be
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# explicitly added using the StateMachine::Machine#state or
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# StateMachine::Machine#other_states helpers.
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#
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# When a new state is defined, a predicate method for that state is
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# generated on the class. For example,
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#
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# class Vehicle
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# state_machine :initial => :parked do
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# event :ignite do
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# transition all => :idling
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# end
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# end
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# end
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#
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# ...will generate the following instance methods (assuming they're not
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# already defined in the class):
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# * <tt>parked?</tt>
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# * <tt>idling?</tt>
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#
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# Each predicate method will return true if it matches the object's
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# current state. Otherwise, it will return false.
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#
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# == Attribute access
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#
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# The actual value for a state is stored in the attribute configured for the
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# state machine. In most cases, this is the same as the name of the state
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# machine. For example:
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#
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# class Vehicle
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# attr_accessor :state
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#
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# state_machine :state, :initial => :parked do
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# ...
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# state :parked, :value => 0
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# start :idling, :value => 1
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# end
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# end
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#
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# vehicle = Vehicle.new # => #<Vehicle:0xb712da60 @state=0>
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# vehicle.state # => 0
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# vehicle.parked? # => true
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# vehicle.state = 1
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# vehicle.idling? # => true
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#
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# The most important thing to note from the example above is what it means
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# to read from and write to the state machine's attribute. In particular,
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# state_machine treats the attribute (+state+ in this case) like a basic
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# attr_accessor that's been defined on the class. There are no special
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# behaviors added, such as allowing the attribute to be written to based on
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# the name of a state in the machine. This is the case for a few reasons:
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# * Setting the attribute directly is an edge case that is meant to only be
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# used when you want to skip state_machine altogether. This means that
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# state_machine shouldn't have any effect on the attribute accessor
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# methods. If you want to change the state, you should be using one of
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# the events defined in the state machine.
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# * Many ORMs provide custom behavior for the attribute reader / writer - it
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# may even be defined by your own framework / method implementation just
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# the example above showed. In order to avoid having to worry about the
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# different ways an attribute can get written, state_machine just makes
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# sure that the configured value for a state is always used when writing
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# to the attribute.
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#
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# If you were interested in accessing the name of a state (instead of its
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# actual value through the attribute), you could do the following:
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#
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# vehicle.state_name # => :idling
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#
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# == Events and Transitions
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#
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# Events defined on the machine are the interface to transitioning states
|
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# for an object. Events can be fired either directly (through the method
|
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# generated for the event) or indirectly (through attributes defined on
|
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# the machine).
|
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#
|
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# For example,
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#
|
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# class Vehicle
|
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|
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# include DataMapper::Resource
|
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|
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# property :id, Serial
|
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|
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#
|
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|
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# state_machine :initial => :parked do
|
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|
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# event :ignite do
|
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|
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# transition :parked => :idling
|
376
|
-
# end
|
377
|
-
# end
|
378
|
-
#
|
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|
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# state_machine :alarm_state, :initial => :active do
|
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|
-
# event :disable do
|
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|
-
# transition all => :off
|
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|
-
# end
|
383
|
-
# end
|
384
|
-
# end
|
385
|
-
#
|
386
|
-
# # Fire +ignite+ event directly
|
387
|
-
# vehicle = Vehicle.create # => #<Vehicle id=1 state="parked" alarm_state="active">
|
388
|
-
# vehicle.ignite # => true
|
389
|
-
# vehicle.state # => "idling"
|
390
|
-
# vehicle.alarm_state # => "active"
|
391
|
-
#
|
392
|
-
# # Fire +disable+ event automatically
|
393
|
-
# vehicle.alarm_state_event = 'disable'
|
394
|
-
# vehicle.save # => true
|
395
|
-
# vehicle.alarm_state # => "off"
|
396
|
-
#
|
397
|
-
# In the above example, the +state+ attribute is transitioned using the
|
398
|
-
# +ignite+ action that's generated from the state machine. On the other
|
399
|
-
# hand, the +alarm_state+ attribute is transitioned using the +alarm_state_event+
|
400
|
-
# attribute that automatically gets fired when the machine's action (+save+)
|
401
|
-
# is invoked.
|
402
|
-
#
|
403
|
-
# For more information about how to configure an event and its associated
|
404
|
-
# transitions, see StateMachine::Machine#event.
|
405
|
-
#
|
406
|
-
# == Defining callbacks
|
407
|
-
#
|
408
|
-
# Within the +state_machine+ block, you can also define callbacks for
|
409
|
-
# transitions. For more information about defining these callbacks,
|
410
|
-
# see StateMachine::Machine#before_transition, StateMachine::Machine#after_transition,
|
411
|
-
# and StateMachine::Machine#around_transition, and StateMachine::Machine#after_failure.
|
412
|
-
#
|
413
|
-
# == Namespaces
|
414
|
-
#
|
415
|
-
# When a namespace is configured for a state machine, the name provided
|
416
|
-
# will be used in generating the instance methods for interacting with
|
417
|
-
# states/events in the machine. This is particularly useful when a class
|
418
|
-
# has multiple state machines and it would be difficult to differentiate
|
419
|
-
# between the various states / events.
|
420
|
-
#
|
421
|
-
# For example,
|
422
|
-
#
|
423
|
-
# class Vehicle
|
424
|
-
# state_machine :heater_state, :initial => :off, :namespace => 'heater' do
|
425
|
-
# event :turn_on do
|
426
|
-
# transition all => :on
|
427
|
-
# end
|
428
|
-
#
|
429
|
-
# event :turn_off do
|
430
|
-
# transition all => :off
|
431
|
-
# end
|
432
|
-
# end
|
433
|
-
#
|
434
|
-
# state_machine :alarm_state, :initial => :active, :namespace => 'alarm' do
|
435
|
-
# event :turn_on do
|
436
|
-
# transition all => :active
|
437
|
-
# end
|
438
|
-
#
|
439
|
-
# event :turn_off do
|
440
|
-
# transition all => :off
|
441
|
-
# end
|
442
|
-
# end
|
443
|
-
# end
|
444
|
-
#
|
445
|
-
# The above class defines two state machines: +heater_state+ and +alarm_state+.
|
446
|
-
# For the +heater_state+ machine, the following methods are generated since
|
447
|
-
# it's namespaced by "heater":
|
448
|
-
# * <tt>can_turn_on_heater?</tt>
|
449
|
-
# * <tt>turn_on_heater</tt>
|
450
|
-
# * ...
|
451
|
-
# * <tt>can_turn_off_heater?</tt>
|
452
|
-
# * <tt>turn_off_heater</tt>
|
453
|
-
# * ..
|
454
|
-
# * <tt>heater_off?</tt>
|
455
|
-
# * <tt>heater_on?</tt>
|
456
|
-
#
|
457
|
-
# As shown, each method is unique to the state machine so that the states
|
458
|
-
# and events don't conflict. The same goes for the +alarm_state+ machine:
|
459
|
-
# * <tt>can_turn_on_alarm?</tt>
|
460
|
-
# * <tt>turn_on_alarm</tt>
|
461
|
-
# * ...
|
462
|
-
# * <tt>can_turn_off_alarm?</tt>
|
463
|
-
# * <tt>turn_off_alarm</tt>
|
464
|
-
# * ..
|
465
|
-
# * <tt>alarm_active?</tt>
|
466
|
-
# * <tt>alarm_off?</tt>
|
467
|
-
#
|
468
|
-
# == Scopes
|
469
|
-
#
|
470
|
-
# For integrations that support it, a group of default scope filters will
|
471
|
-
# be automatically created for assisting in finding objects that have the
|
472
|
-
# attribute set to one of a given set of states.
|
473
|
-
#
|
474
|
-
# For example,
|
475
|
-
#
|
476
|
-
# Vehicle.with_state(:parked) # => All vehicles where the state is parked
|
477
|
-
# Vehicle.with_states(:parked, :idling) # => All vehicles where the state is either parked or idling
|
478
|
-
#
|
479
|
-
# Vehicle.without_state(:parked) # => All vehicles where the state is *not* parked
|
480
|
-
# Vehicle.without_states(:parked, :idling) # => All vehicles where the state is *not* parked or idling
|
481
|
-
#
|
482
|
-
# *Note* that if class methods already exist with those names (i.e.
|
483
|
-
# :with_state, :with_states, :without_state, or :without_states), then a
|
484
|
-
# scope will not be defined for that name.
|
485
|
-
#
|
486
|
-
# See StateMachine::Machine for more information about using integrations
|
487
|
-
# and the individual integration docs for information about the actual
|
488
|
-
# scopes that are generated.
|
489
|
-
def state_machine(*args, &block)
|
490
|
-
StateMachine::Machine.find_or_create(self, *args, &block)
|
491
|
-
end
|
492
|
-
end
|
493
|
-
end
|
494
|
-
|
495
|
-
Class.class_eval do
|
496
|
-
include StateMachine::MacroMethods
|
497
|
-
end
|
498
|
-
|
499
|
-
require 'state_machine/initializers'
|
1
|
+
require 'state_machine/core'
|
2
|
+
require 'state_machine/core_ext'
|