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idaho

v0.1.4

Published

Idaho is a state machine with functional aspects. Each state is a function that returns an object containing its transitions and any values associated with this state. States are functions, but machines are stateful.

Downloads

3

Readme

Idaho

Idaho is a state machine with functional aspects. Each state is a function that returns an object containing its transitions and any values associated with this state. States are functions, but machines are stateful.

The goal of this library is to make it easy to go from a state chart to code with all state chart features. It does not aim to implement SCXML or other standards surrounding state charts.

  • States are functions rather than configuration.
  • States have a React-like hooks API for data and side effects.
  • Transitions are written as functions rather than configuration.
  • Machines have data that is persists through state transitions.
  • Machines are event emitters.
  • Machines are promises that resolve when the machine reaches a final state.

For a great explanation of state charts, see David K's talk at React Rally 2017. His library, XState, is great implemetation of SCXML and a very configurable state chart.

Basic Usage

import { Machine } from 'idaho';

const off = (control) => {
    return {
        turnOn: () => control.transition('on')
    }
}

const on = (control) => {
    return {
        turnOff: () => control.transition('off')
    }
}

const states = { off, on };

// It will use the first state as the initial state
const switch = new Machine({states});
console.log(switch.stateName) // off

switch.on('change', (machine) => {
    console.log(machine.stateName);
});

switch.state.turnOn();
console.log(switch.stateName) // on

Machines

Machines contain the current state. They are event emitters and also promises that resolve when the machine reaches a final state.

Creating a machine

Machines are created with a object of key/value pairs representing the states this machine can transition into, and an object of initial data, if any.

const machine = new Machine(states, machineData);

Arguments

  • states - an object of states.
  • machineData - the initial data of the machine.

Properties

  • machine.data - the data that is currently stored on the machine. This will survive state transitions. When new data becomes available this object will be replaced instead of being mutated.
  • machine.setData(partialData) - takes an object that will be spread on the current state to provide the next state, similar to React's setState.
  • machine.state - the object returned from the current state function.
  • machine.stateName - the string name of the current state.
  • machine.then()/machine.catch()/machine.finally() - machines are promises. These methods work just like any other promise. They will be resolved with data from a final state, see elsewhere in this document.
  • machine.on()/machine.off() - machines are also event emitters. See events below for more information.

Events

All events provide the machine as the only argument.

  • statechange - when the state changes.
  • datachange - when data changes.
  • change - when either state, data, or both change. This includes state data changes using useStateData and other hooks.

States

States are functions that return an object. They are called with a control object that allows the state to control the machine. For each state transition, make a function that calls control.transition('nextState'). States can also have internal data, which is created with a React-hook like API.

When calling a control.transition, you may pass in additional arguments, which will be passed into the state.

Since states are functions you can set breakpoints and put log statements in them. States can be written any way JavaScript will Allow. The following are all the same:

const on = control => ({
    turnOff: () => control.transition('off'),
});

const on = control => {
    return {
        turnOff: () => control.transition('off'),
    };
};

function on(control) {
    return {
        turnOff: function() {
            control.transition('off');
        },
    };
}

For small states they can even be written in the state object declaration.

const states = {
    off: c => ({
        turnOn: () => c.transition('on')
    }),
    on: c => ({
        turnOff: () => c.transition('off')
    });
}

Control Object

The control object passed to states allows you to read from and change the status of the machine.

  • control.transition(stateName, ...args) - transitions the machine to a new state.
  • control.data - an object of data that will persist through state transitions.
  • control.setData({partial: 'data'}) - Sets machine data. State will be rerun with new values.
  • control.state - the previous state object.
  • control.stateName - the previous state name.

State Hooks

These work just like React hooks. The simpest is useStateData, which is similar to useState in React. The name was changed because it's confusing for states to have state.

const stateWithData = (control) => {
    const [count, setCounter] = useStateData(undefined);

    return {
        count
        increment: () => setCounter(count + 1),
        next: () => control.transition('next')
    }
}
  • const [data, setData] = useStateData('propName', 'defaultValue') - store state data on the machine. The state function will run again with new data.
  • useEffect(effectFn, [dependencies]) - runs effectFn when dependencies change. effectFn should return a function to clean up after itself.
  • const memoizedData = useMemo(creatorFn, [dependencies]) - runs creator function and returns the value when dependencies change.
  • useHistory(true) - this makes this state a history state. The value of all items in useState will be preserved if the machine switches out of then back into this state.

Hooks Example

This machine counts the number of clicks, resetting every 5 seconds.

import { Machine, useStateData, useEffect } from 'idaho';

const counter = control => {
    const [clicks, setClicks] = useStateData(0);

    useEffect(() => {
        const interval = setInterval(() => setClicks(0), 5000);
        return () => {
            clearInterval(interval);
        };
    });

    return {
        clicks,
        sendClick: () => {
            if (clicks < 10) {
                setClicks(clicks + 1);
            } else {
                control.transition('finished');
            }
        },
    };
};

const finished = () => new Final('10 clicks counted');

const timer = new Machine({
    counting,
    finished,
});

Setting machine data

const on = (control) => {
    control.setData({
        lastModified: new Date()
    });
    return {
        turnOff = () => control.transition('off')
    };
};

const off = (control) => {
    control.setData({
        lastModified: new Date()
    });
    return {
        turnOn = () => control.transition('on')
    };
};

const switch = new Machine({off, on}, { lastModified: null })

console.log(switch.state.lastModified);

More Examples

Passing arguments to a state

The rest of the arguments to the transition function will be used as arguments to the state

import { Machine, useEffect } from 'idaho';

const idle = control => ({
    cookEgg: egg => control.transition('cooking', egg),
});

const cooking = (control, egg) => {
    if (egg.isRotten) {
        throw new Error('egg is rotten');
    }

    return {
        cancel: () => control.transition('cancelled'),
        finished: () => control.transition('finished'),
    };
};

const eggCooker = new Machine({
    idle,
    cooking,
    cancelled,
    finished,
});

const egg = {
    isRotten: false,
};

eggCooker.cookEgg(egg);

Final States and Promises

In Idaho all machines are promises, so you can await a machine, or call .then on it.

  • return new Final({some: 'data'}) will resolve the machine. Future transitions will throw.
  • throwing and error inside a state will put the machine in the rejected state.
import { Machine, Final, useEffect } from 'idaho';
import { loader } from 'your/app';

const idle = control => ({
    load: id => control.transition('loading', id),
});

const loading = (control, id) => {
    const url = control.data.baseUrl + id;
    useEffect(() => {
        let cancelled = false;
        fetch(url)
            .then(response => {
                if (cancelled) {
                    return;
                }
                if (response.ok === false) {
                    control.transition('error', response);
                }
                return response.json();
            })
            .then(data => control.transition('done', data))
            .catch(err => control.transition('error', err));
        return () => {
            cancelled = true;
        };
    }, url);

    return {
        cancel: reason => control.transition('cancelled', reason),
    };
};

const done = (control, data) => {
    return new Final({
        success: true,
        data,
    });
};

const errored = error => {
    return new Final({
        success: false,
        error,
    });
};

const cancelled = reason => {
    return new Final({
        cancelled: true,
        reason,
    });
};

const loader = new Machine({ idle, loading, done, errored, cancelled }, { baseUrl: '/api/cats/' });
loader.state.load(5);

// with regular promises
loader.then(cat => {
    console.log(cat);
});

// in async function
const cat = await loader;
console.log(cat);

History States

History states are states that maintain their current values when they are exited and reentered. To use history states, call useHistory in your state. Anything from useStateData or useMemo will remain, but effects will rerun.

This example counts the total amount of time your food has been in the oven. When you take the food out and put it back in the oven, the counter will reset.

import { useStateData, useEffect } from 'idaho';

const inOven = control => {
    const [timeInOven, setTimeInOven] = useStateData(0);

    useEffect(() => {
        // increment timeInOven every second
        const timeout = setTimeout(() => setTimeInOven(timeInOven + 1), 1000);
        return () => {
            clearTimeout(timeout);
        };
    }, [timeInOven]);

    return {
        takeOutOfOven: () => control.transition('outOfOven'),
    };
};

Transient state nodes

A transient state node is one that immediately transitions to another state. This is useful when a transition could lead to one of two states. With Idaho you can call control.transition within your state to immediately cancel the current transition and go to another state.

Internally Idaho is throwing, so any code after the transition will not run.

const checkingHeightForRollerCoaster = control => {
    if (control.data.height < 36) {
        // 36 inches
        control.transition('disappointed');
        console.log('this will not log');
    }
    control.transition('excited');
};

Guards

Guards prevent leaving a state if a condition is not met. For these, put an if in your transition function or make it a no-op.

const enteringData = control => {
    return {
        submit: () => {
            if (control.data.isValid) {
                control.transition('submitting');
            }
        },
    };
};

Self-transitions

Sometimes it's useful to transition into the state you're in, perhaps you need to react to an argument passed into your state. To allow states to do this without concern for the machine they're in, control objects have the value of the previous state and the previous state name.

Using control.stateName is better than using what you think the name of your state is because the name could be changed in the states object passed into the machine.

const stateWithSelfTransition = (control, arg1) => {
    if (arg1 === 'eggs') {
        control.transition('out');
    }
    return {
        checkAgain: arg => control.transition(control.stateName, arg),
    };
};

Contrasting with XState and other state chart libraries

Idaho puts code before configuration. This can simplify the development process because