state_machines 0.0.1
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- checksums.yaml +7 -0
- data/.gitignore +21 -0
- data/.idea/.name +1 -0
- data/.idea/.rakeTasks +7 -0
- data/.idea/cssxfire.xml +9 -0
- data/.idea/encodings.xml +5 -0
- data/.idea/misc.xml +5 -0
- data/.idea/modules.xml +12 -0
- data/.idea/scopes/scope_settings.xml +5 -0
- data/.idea/state_machine2.iml +34 -0
- data/.idea/vcs.xml +9 -0
- data/.idea/workspace.xml +1156 -0
- data/.rspec +3 -0
- data/.travis.yml +8 -0
- data/Gemfile +4 -0
- data/LICENSE.txt +23 -0
- data/README.md +29 -0
- data/Rakefile +1 -0
- data/lib/state_machines/assertions.rb +40 -0
- data/lib/state_machines/branch.rb +187 -0
- data/lib/state_machines/callback.rb +220 -0
- data/lib/state_machines/core.rb +25 -0
- data/lib/state_machines/core_ext/class/state_machine.rb +5 -0
- data/lib/state_machines/core_ext.rb +2 -0
- data/lib/state_machines/error.rb +13 -0
- data/lib/state_machines/eval_helpers.rb +87 -0
- data/lib/state_machines/event.rb +246 -0
- data/lib/state_machines/event_collection.rb +141 -0
- data/lib/state_machines/extensions.rb +148 -0
- data/lib/state_machines/helper_module.rb +17 -0
- data/lib/state_machines/integrations/base.rb +100 -0
- data/lib/state_machines/integrations.rb +113 -0
- data/lib/state_machines/machine.rb +2234 -0
- data/lib/state_machines/machine_collection.rb +84 -0
- data/lib/state_machines/macro_methods.rb +520 -0
- data/lib/state_machines/matcher.rb +123 -0
- data/lib/state_machines/matcher_helpers.rb +54 -0
- data/lib/state_machines/node_collection.rb +221 -0
- data/lib/state_machines/path.rb +120 -0
- data/lib/state_machines/path_collection.rb +90 -0
- data/lib/state_machines/state.rb +276 -0
- data/lib/state_machines/state_collection.rb +112 -0
- data/lib/state_machines/state_context.rb +138 -0
- data/lib/state_machines/transition.rb +470 -0
- data/lib/state_machines/transition_collection.rb +245 -0
- data/lib/state_machines/version.rb +3 -0
- data/lib/state_machines/yard.rb +8 -0
- data/lib/state_machines.rb +3 -0
- data/spec/errors/default_spec.rb +14 -0
- data/spec/errors/with_message_spec.rb +39 -0
- data/spec/helpers/helper_spec.rb +14 -0
- data/spec/internal/app/models/auto_shop.rb +31 -0
- data/spec/internal/app/models/car.rb +19 -0
- data/spec/internal/app/models/model_base.rb +6 -0
- data/spec/internal/app/models/motorcycle.rb +9 -0
- data/spec/internal/app/models/traffic_light.rb +47 -0
- data/spec/internal/app/models/vehicle.rb +123 -0
- data/spec/machine_spec.rb +3167 -0
- data/spec/matcher_helpers_spec.rb +39 -0
- data/spec/matcher_spec.rb +157 -0
- data/spec/models/auto_shop_spec.rb +41 -0
- data/spec/models/car_spec.rb +90 -0
- data/spec/models/motorcycle_spec.rb +44 -0
- data/spec/models/traffic_light_spec.rb +56 -0
- data/spec/models/vehicle_spec.rb +580 -0
- data/spec/node_collection_spec.rb +371 -0
- data/spec/path_collection_spec.rb +271 -0
- data/spec/path_spec.rb +488 -0
- data/spec/spec_helper.rb +6 -0
- data/spec/state_collection_spec.rb +352 -0
- data/spec/state_context_spec.rb +442 -0
- data/spec/state_machine_spec.rb +29 -0
- data/spec/state_spec.rb +970 -0
- data/spec/support/migration_helpers.rb +50 -0
- data/spec/support/models.rb +6 -0
- data/spec/transition_collection_spec.rb +2199 -0
- data/spec/transition_spec.rb +1558 -0
- data/state_machines.gemspec +23 -0
- metadata +194 -0
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module StateMachines
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# Represents a collection of state machines for a class
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class MachineCollection < Hash
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# Initializes the state of each machine in the given object. This can allow
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# states to be initialized in two groups: static and dynamic. For example:
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#
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# machines.initialize_states(object) do
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# # After static state initialization, before dynamic state initialization
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# end
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#
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# If no block is provided, then all states will still be initialized.
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#
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# Valid configuration options:
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# * <tt>:static</tt> - Whether to initialize static states. If set to
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# :force, the state will be initialized regardless of its current value.
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# Default is :force.
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# * <tt>:dynamic</tt> - Whether to initialize dynamic states. If set to
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# :force, the state will be initialized regardless of its current value.
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# Default is true.
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# * <tt>:to</tt> - A hash to write the initialized state to instead of
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# writing to the object. Default is to write directly to the object.
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def initialize_states(object, options = {})
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options.assert_valid_keys( :static, :dynamic, :to)
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options = {:static => true, :dynamic => true}.merge(options)
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each_value do |machine|
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machine.initialize_state(object, :force => options[:static] == :force, :to => options[:to]) unless machine.dynamic_initial_state?
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end if options[:static]
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result = yield if block_given?
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each_value do |machine|
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machine.initialize_state(object, :force => options[:dynamic] == :force, :to => options[:to]) if machine.dynamic_initial_state?
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end if options[:dynamic]
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result
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end
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# Runs one or more events in parallel on the given object. See
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# StateMachines::InstanceMethods#fire_events for more information.
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def fire_events(object, *events)
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run_action = [true, false].include?(events.last) ? events.pop : true
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# Generate the transitions to run for each event
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transitions = events.collect do |event_name|
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# Find the actual event being run
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event = nil
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detect {|name, machine| event = machine.events[event_name, :qualified_name]}
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raise(InvalidEvent.new(object, event_name)) unless event
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# Get the transition that will be performed for the event
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unless transition = event.transition_for(object)
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event.on_failure(object)
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end
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transition
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end.compact
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# Run the events in parallel only if valid transitions were found for
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# all of them
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if events.length == transitions.length
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TransitionCollection.new(transitions, :actions => run_action).perform
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else
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false
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end
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end
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# Builds the collection of transitions for all event attributes defined on
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# the given object. This will only include events whose machine actions
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# match the one specified.
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#
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# These should only be fired as a result of the action being run.
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def transitions(object, action, options = {})
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transitions = map do |name, machine|
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machine.events.attribute_transition_for(object, true) if machine.action == action
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end
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AttributeTransitionCollection.new(transitions.compact, options)
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end
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end
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end
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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 StateMachines
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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 # => [#<StateMachines::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 # => [#<StateMachines::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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# # [#<StateMachines::Transition attribute=:state event=:park from="idling" from_name=:idling to="parked" to_name=:parked>,
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# # #<StateMachines::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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# # [#<StateMachines::Transition attribute=:state event=:park from="idling" from_name=:idling to="parked" to_name=:parked>,
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# # #<StateMachines::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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|
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# vehicle.state # => "parked"
|
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+
#
|
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|
+
# You may also need to call the +initialize_state_machines+ helper manually
|
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+
# in cases where you want to change how static / dynamic initial states get
|
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+
# set. For example, the following example forces the initialization of
|
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# static states regardless of their current value:
|
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+
#
|
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|
+
# class Vehicle
|
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+
# state_machine :state, :initial => :parked do
|
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|
+
# state nil, :idling
|
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|
+
# ...
|
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|
+
# end
|
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|
+
#
|
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|
+
# def initialize(attributes = {})
|
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|
+
# @state = 'idling'
|
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|
+
# initialize_state_machines(:static => :force) 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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|
+
# vehicle = Vehicle.new # => #<Vehicle:0xb7c8dbf8 @state="parked">
|
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|
+
# vehicle.state # => "parked"
|
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|
+
#
|
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|
+
# The above example is also noteworthy because it demonstrates how to avoid
|
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|
+
# initialization issues when +nil+ is a valid state. Without passing in
|
310
|
+
# <tt>:static => :force</tt>, state_machine would never have initialized
|
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|
+
# the state because +nil+ (the default attribute value) would have been
|
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|
+
# interpreted as a valid current state. As a result, state_machine would
|
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|
+
# have simply skipped initialization.
|
314
|
+
#
|
315
|
+
# == States
|
316
|
+
#
|
317
|
+
# All of the valid states for the machine are automatically tracked based
|
318
|
+
# 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 StateMachines::Machine#state or
|
321
|
+
# StateMachines::Machine#other_states helpers.
|
322
|
+
#
|
323
|
+
# When a new state is defined, a predicate method for that state is
|
324
|
+
# generated on the class. For example,
|
325
|
+
#
|
326
|
+
# class Vehicle
|
327
|
+
# state_machine :initial => :parked do
|
328
|
+
# event :ignite do
|
329
|
+
# transition all => :idling
|
330
|
+
# end
|
331
|
+
# end
|
332
|
+
# end
|
333
|
+
#
|
334
|
+
# ...will generate the following instance methods (assuming they're not
|
335
|
+
# already defined in the class):
|
336
|
+
# * <tt>parked?</tt>
|
337
|
+
# * <tt>idling?</tt>
|
338
|
+
#
|
339
|
+
# Each predicate method will return true if it matches the object's
|
340
|
+
# current state. Otherwise, it will return false.
|
341
|
+
#
|
342
|
+
# == Attribute access
|
343
|
+
#
|
344
|
+
# The actual value for a state is stored in the attribute configured for the
|
345
|
+
# state machine. In most cases, this is the same as the name of the state
|
346
|
+
# machine. For example:
|
347
|
+
#
|
348
|
+
# class Vehicle
|
349
|
+
# attr_accessor :state
|
350
|
+
#
|
351
|
+
# state_machine :state, :initial => :parked do
|
352
|
+
# ...
|
353
|
+
# state :parked, :value => 0
|
354
|
+
# start :idling, :value => 1
|
355
|
+
# end
|
356
|
+
# end
|
357
|
+
#
|
358
|
+
# vehicle = Vehicle.new # => #<Vehicle:0xb712da60 @state=0>
|
359
|
+
# vehicle.state # => 0
|
360
|
+
# vehicle.parked? # => true
|
361
|
+
# vehicle.state = 1
|
362
|
+
# vehicle.idling? # => true
|
363
|
+
#
|
364
|
+
# The most important thing to note from the example above is what it means
|
365
|
+
# to read from and write to the state machine's attribute. In particular,
|
366
|
+
# state_machine treats the attribute (+state+ in this case) like a basic
|
367
|
+
# attr_accessor that's been defined on the class. There are no special
|
368
|
+
# behaviors added, such as allowing the attribute to be written to based on
|
369
|
+
# the name of a state in the machine. This is the case for a few reasons:
|
370
|
+
# * Setting the attribute directly is an edge case that is meant to only be
|
371
|
+
# used when you want to skip state_machine altogether. This means that
|
372
|
+
# state_machine shouldn't have any effect on the attribute accessor
|
373
|
+
# methods. If you want to change the state, you should be using one of
|
374
|
+
# the events defined in the state machine.
|
375
|
+
# * Many ORMs provide custom behavior for the attribute reader / writer - it
|
376
|
+
# may even be defined by your own framework / method implementation just
|
377
|
+
# the example above showed. In order to avoid having to worry about the
|
378
|
+
# different ways an attribute can get written, state_machine just makes
|
379
|
+
# sure that the configured value for a state is always used when writing
|
380
|
+
# to the attribute.
|
381
|
+
#
|
382
|
+
# If you were interested in accessing the name of a state (instead of its
|
383
|
+
# actual value through the attribute), you could do the following:
|
384
|
+
#
|
385
|
+
# vehicle.state_name # => :idling
|
386
|
+
#
|
387
|
+
# == Events and Transitions
|
388
|
+
#
|
389
|
+
# Events defined on the machine are the interface to transitioning states
|
390
|
+
# for an object. Events can be fired either directly (through the method
|
391
|
+
# generated for the event) or indirectly (through attributes defined on
|
392
|
+
# the machine).
|
393
|
+
#
|
394
|
+
# For example,
|
395
|
+
#
|
396
|
+
# class Vehicle
|
397
|
+
# include DataMapper::Resource
|
398
|
+
# property :id, Serial
|
399
|
+
#
|
400
|
+
# state_machine :initial => :parked do
|
401
|
+
# event :ignite do
|
402
|
+
# transition :parked => :idling
|
403
|
+
# end
|
404
|
+
# end
|
405
|
+
#
|
406
|
+
# state_machine :alarm_state, :initial => :active do
|
407
|
+
# event :disable do
|
408
|
+
# transition all => :off
|
409
|
+
# end
|
410
|
+
# end
|
411
|
+
# end
|
412
|
+
#
|
413
|
+
# # Fire +ignite+ event directly
|
414
|
+
# vehicle = Vehicle.create # => #<Vehicle id=1 state="parked" alarm_state="active">
|
415
|
+
# vehicle.ignite # => true
|
416
|
+
# vehicle.state # => "idling"
|
417
|
+
# vehicle.alarm_state # => "active"
|
418
|
+
#
|
419
|
+
# # Fire +disable+ event automatically
|
420
|
+
# vehicle.alarm_state_event = 'disable'
|
421
|
+
# vehicle.save # => true
|
422
|
+
# vehicle.alarm_state # => "off"
|
423
|
+
#
|
424
|
+
# In the above example, the +state+ attribute is transitioned using the
|
425
|
+
# +ignite+ action that's generated from the state machine. On the other
|
426
|
+
# hand, the +alarm_state+ attribute is transitioned using the +alarm_state_event+
|
427
|
+
# attribute that automatically gets fired when the machine's action (+save+)
|
428
|
+
# is invoked.
|
429
|
+
#
|
430
|
+
# For more information about how to configure an event and its associated
|
431
|
+
# transitions, see StateMachines::Machine#event.
|
432
|
+
#
|
433
|
+
# == Defining callbacks
|
434
|
+
#
|
435
|
+
# Within the +state_machine+ block, you can also define callbacks for
|
436
|
+
# transitions. For more information about defining these callbacks,
|
437
|
+
# see StateMachines::Machine#before_transition, StateMachines::Machine#after_transition,
|
438
|
+
# and StateMachines::Machine#around_transition, and StateMachines::Machine#after_failure.
|
439
|
+
#
|
440
|
+
# == Namespaces
|
441
|
+
#
|
442
|
+
# When a namespace is configured for a state machine, the name provided
|
443
|
+
# will be used in generating the instance methods for interacting with
|
444
|
+
# states/events in the machine. This is particularly useful when a class
|
445
|
+
# has multiple state machines and it would be difficult to differentiate
|
446
|
+
# between the various states / events.
|
447
|
+
#
|
448
|
+
# For example,
|
449
|
+
#
|
450
|
+
# class Vehicle
|
451
|
+
# state_machine :heater_state, :initial => :off, :namespace => 'heater' do
|
452
|
+
# event :turn_on do
|
453
|
+
# transition all => :on
|
454
|
+
# end
|
455
|
+
#
|
456
|
+
# event :turn_off do
|
457
|
+
# transition all => :off
|
458
|
+
# end
|
459
|
+
# end
|
460
|
+
#
|
461
|
+
# state_machine :alarm_state, :initial => :active, :namespace => 'alarm' do
|
462
|
+
# event :turn_on do
|
463
|
+
# transition all => :active
|
464
|
+
# end
|
465
|
+
#
|
466
|
+
# event :turn_off do
|
467
|
+
# transition all => :off
|
468
|
+
# end
|
469
|
+
# end
|
470
|
+
# end
|
471
|
+
#
|
472
|
+
# The above class defines two state machines: +heater_state+ and +alarm_state+.
|
473
|
+
# For the +heater_state+ machine, the following methods are generated since
|
474
|
+
# it's namespaced by "heater":
|
475
|
+
# * <tt>can_turn_on_heater?</tt>
|
476
|
+
# * <tt>turn_on_heater</tt>
|
477
|
+
# * ...
|
478
|
+
# * <tt>can_turn_off_heater?</tt>
|
479
|
+
# * <tt>turn_off_heater</tt>
|
480
|
+
# * ..
|
481
|
+
# * <tt>heater_off?</tt>
|
482
|
+
# * <tt>heater_on?</tt>
|
483
|
+
#
|
484
|
+
# As shown, each method is unique to the state machine so that the states
|
485
|
+
# and events don't conflict. The same goes for the +alarm_state+ machine:
|
486
|
+
# * <tt>can_turn_on_alarm?</tt>
|
487
|
+
# * <tt>turn_on_alarm</tt>
|
488
|
+
# * ...
|
489
|
+
# * <tt>can_turn_off_alarm?</tt>
|
490
|
+
# * <tt>turn_off_alarm</tt>
|
491
|
+
# * ..
|
492
|
+
# * <tt>alarm_active?</tt>
|
493
|
+
# * <tt>alarm_off?</tt>
|
494
|
+
#
|
495
|
+
# == Scopes
|
496
|
+
#
|
497
|
+
# For integrations that support it, a group of default scope filters will
|
498
|
+
# be automatically created for assisting in finding objects that have the
|
499
|
+
# attribute set to one of a given set of states.
|
500
|
+
#
|
501
|
+
# For example,
|
502
|
+
#
|
503
|
+
# Vehicle.with_state(:parked) # => All vehicles where the state is parked
|
504
|
+
# Vehicle.with_states(:parked, :idling) # => All vehicles where the state is either parked or idling
|
505
|
+
#
|
506
|
+
# Vehicle.without_state(:parked) # => All vehicles where the state is *not* parked
|
507
|
+
# Vehicle.without_states(:parked, :idling) # => All vehicles where the state is *not* parked or idling
|
508
|
+
#
|
509
|
+
# *Note* that if class methods already exist with those names (i.e.
|
510
|
+
# :with_state, :with_states, :without_state, or :without_states), then a
|
511
|
+
# scope will not be defined for that name.
|
512
|
+
#
|
513
|
+
# See StateMachines::Machine for more information about using integrations
|
514
|
+
# and the individual integration docs for information about the actual
|
515
|
+
# scopes that are generated.
|
516
|
+
def state_machine(*args, &block)
|
517
|
+
StateMachines::Machine.find_or_create(self, *args, &block)
|
518
|
+
end
|
519
|
+
end
|
520
|
+
end
|