phaze
v0.0.71
Published
Finite state machine for Node robotics
Downloads
14
Readme
phaze
Phaze is a finite state machine for Node robotics. It is intended to help manage the transitions from one state to the next in a deterministic manner.
Concepts
Some basics to consider when using a state machine:
- State - a discrete, non-transitory situation that a system may be in at any given moment, e.g.:
- idling
- moving forward
- reversing
- Transition - the process of moving from one state to another
A stimulus is required to initiate a transition - this can be an event or an explicit call to change state.
Design
States
- Phaze is designed to allow an optional callback function to be triggered once a state has been entered.
- Once this function has completed, an output event is fired, which will initiate a transition change.
Transitions
- A transition moves the system from the current state to the next state. A transition is triggered by the output event of a previous state.
- A transition has a many-to-one relationship between states, i.e.: a transition can have multiple "from" states but ONLY one "to" state.
Persistence
- Persistent storage of state is achieved through passing save and get functions into the initialise function of the state machine.
- These functions are used to save or retrieve state using injected logic.
Nesting
- A state machine can be nested within the state of an outer state machine.
- Construction and initialisation of the inner state machine is done within the "do" function of a state.
Usage
/***************
STATES
***************/
var startState = {
do: function () {
},
outputEvent: 'startEvent'
};
var walkingState = {
do: function (callback) {
callback(null, 'Walking...');
},
outputEvent: 'walkEvent'
};
// no outputEvent will cause the state machine to exit the loop
var runningState = {
do: function (callback) {
callback(null, 'Running...');
}
};
/***************
TRANSITIONS
***************/
var transition1 = {
eventId: 'startEvent',
from: ['startState'],
to: 'walkingState'
};
var transition2 = {
eventId: 'walkEvent',
from: ['walkingState'],
to: 'runningState'
};
/***************
STATE PERSISTENCE FUNCTIONS (these can wrap database calls etc.)
***************/
var getStateFunc = function (callback) {
callback(null, 'startState');
};
var saveStateFunc = function (state, callback) {
callback();
};
/***
STATE MACHINE
***/
var stateMachine = new StateMachine();
// initialise - first argument is the number of times the machine will loop (0 = infinite)
stateMachine.initialise(1, getStateFunc, saveStateFunc, function (err) {
if (err)
return done(err);
stateMachine.addState('startState', startState);
stateMachine.addState('walkingState', walkingState);
stateMachine.addState('runningState', runningState);
stateMachine.addTransition(transition1);
stateMachine.addTransition(transition2);
// start the machine and confirm the final result
stateMachine.start('startEvent', function (err, result) {
if (err)
return done(err);
expect(result).to.equal('Running...');
done();
})
});