react-state-driven
v0.11.1
Published
A state machine abstraction for React
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Readme
- Motivation
- Modelling user interfaces with state machines
- Installation
- Code examples
- API design goals
- API
- Tips and gotchas
- Prior art and useful references
Motivation
User interfaces are reactive systems which can be modelized accurately by state machines. There
is a number of state machine libraries in the field with varying design objectives. We have proposed
an extended state machine library with a minimal API, architected around a single causal,
effect-less function. This particular design requires integration with the interfaced
systems, in order to produce the necessary effects (user events, system events, user actions). We
present here an integration of our proposed machine library with React
.
This document is structured as follows :
- we quickly present the rationale behind modelling user interfaces with state machines and the resulting architecture
- we continue with our API design goals
- we finally explain and document the actual API together with a simple example of use, taken from other similar libraries
Modelling user interfaces with state machines
We are going all along to refer to a image search application example to illustrate our argumentation. Cf. Example section for more details.
In a traditional architecture, a simple scenario would be expressed as follows :
What we can derive from that is that the application is interfacing with other systems : the user interface and what we call external systems (local storage, databases, etc.). The application responsibility is to translate user actions on the user interface into commands on the external systems, execute those commands and deal with their result.
In our proposed architecture, the same scenario would become :
In that architecture, the application is refactored into a mediator, a preprocessor, a state machine, a command handler, and an effect handler. The application is thus split into smaller parts which address specific concerns :
- the preprocessor translates user interface events into inputs for the state machine
- the state machine computes the commands to execute as a result of its present and past inputs, or, what is equivalent, its present input and current state
- the command handler interprets and executes incoming commands, delegating the execution of effects to the effect handler when necessary
- the mediator orchestrates the user interface, the preprocessor, the state machine and the command handler
While the architecture may appear more complex (isolating concerns means more parts), we have reduced the complexity born from the interconnection between the parts.
Concretely, we increased the testability of our implementation :
- the mediator algorithm is the same independently of the pieces it coordinates. This means it
can be written and tested once, then reused at will. This is our
<Machine />
component. This is glue code that you do not have to write and test anymore - effect handlers are pretty generic pieces of code. An example could be code to fetch a resource. That code is written and tested once (and comes generally tested out of the box), and then reused for any resource. Additionally, only the effect handlers can perform effects on the external systems, which helps testing, tracing and debugging[^3]
- effect handlers, being isolated in their own module, are easy to mock, without resorting to a complex machinery specific to a testing library
- the state machine is a function which performs no effects, and whose output exclusively depends on current state, and present input[^2]. We will use the term causal functions for such functions, in reference to causal systems, which exhibit the same property[^1]. The causality property means state machines are a breeze to reason about and test (well, not as much as pure functions, but infinitely better than effectful functions)
- only the preprocessor and mediator can perform effects on the user interface, which helps testing, tracing and debugging
We also have achieved greater modularity: our parts are coupled only through their interface. For
instance, we use in our example below Rxjs
for preprocessing events, and state-transducer
as state machine library. We could easily switch to most
and xstate
if the need be, or to a barebone event emitter (like emitonoff
) by simply building interface adapters.
There are more benefits but this is not the place to go about them. Cf:
[^3]: Command handlers can only perform effects internally (for instance async. communication
with the mediator)
[^2]: In relation with state machines, it is the same to say that
an output depends exclusively on past and present inputs and that an output exclusively depends
on current state, and present input.
[^1]: Another term used elsewhere is deterministic functions, but we
found that term could be confusing.
Installation
react
is a peer dependency.
npm install react-state-driven
Code examples
For the impatient ones, you can directly review the available demos:
| Code playground | Machine | Screenshot |
|:----|:----:|:----:|
|flickr image search| | |
|TMDb movie search| | |
API design goals
We want to have an integration which is generic enough to accommodate a large set of use cases,
and specific enough to be able to take advantage as much as possible of the React
ecosystem
and API. Unit-testing should ideally be based on the specifications of the behaviour of the
component rather than its implementation details, and leverage the automatic test generator of
the underlying state-tranducer
library. In particular :
- it should be seamless to use both controlled and uncontrolled components
- it should be possible to use without risk of interference standard React features like
Context
- it should use the absolute minimum React features internally, in order to favor for instance a painless port to React copycats (Preact, etc.)
- non-React functionalities should be coupled only through interfaces, allowing to use any suitable implementation
- the specifics of the implementation should not impact testing (hooks, suspense, context, etc.)
As a result of these design goals :
- we do not use React hooks, context, portal, fragments,
jsx
, and use the minimum React lifecycle hooks - the component user can of course use the whole extent of the API at disposal, those restrictions
only concern our implementation of the
<Machine />
component. - we defined interfaces for extended state updates (reducer interface), event processing (observer and observable interfaces).
- any state machine implementation (including one that uses no dedicated library) can be
substituted to our library provided that it respects the machine interface and contracts:
- the machine is implemented by a function
- it takes an unique input parameter of the shape
{[event name]: event data}
- it returns an array of commands
- it produces no effects
- we use dependency injection to pass the modules responsible for effects to the
<Machine />
component
API
<Machine fsm, eventHandler, preprocessor, commandHandlers, effectHandlers, options, renderWith />
Description
We expose a <Machine />
React component which will hold the state machine and implement its
behaviour using React's API. The Machine
component behaviour is specified by its props. Those
props reflect : the underlying machine, pre-processing of interfaced
system's raw events, a set of functions executing machine commands and effects on the
interfaced systems. The DOM rendering command handler is imposed by the <Machine />
component
but can be customized via effectHandlers[COMMAND_RENDER]
(see example).
Our Machine
component expects some props but does not expect children components.
Example
To showcase usage of our react component with our machine library, we will implement an image search application. That application basically takes an input from the user, looks up images related to that search input, and displays it. The user can then click on a particular image to see it in more details.
For illustration, the user interface starts like this :
Click here for a live demo.
The user interface behaviour can be modelized by the following machine:
Let's see how to integrate that into a React codebase using our Machine
component.
Encoding the machine graph
The machine is translated into the data structure expected by the supporting state-transducer
library:
import { NO_OUTPUT } from "state-transducer";
import { COMMAND_SEARCH, NO_ACTIONS, NO_STATE_UPDATE } from "./properties";
import { applyJSONpatch, renderAction, renderGalleryApp } from "./helpers";
export const imageGalleryFsmDef = {
events: [
"START",
"SEARCH",
"SEARCH_SUCCESS",
"SEARCH_FAILURE",
"CANCEL_SEARCH",
"SELECT_PHOTO",
"EXIT_PHOTO"
],
states: { init: "", start: "", loading: "", gallery: "", error: "", photo: "" },
initialControlState: "init",
initialExtendedState: {
query: "",
items: [],
photo: undefined,
gallery: ""
},
transitions: [
{ from: "init", event: "START", to: "start", action: NO_ACTIONS },
{ from: "start", event: "SEARCH", to: "loading", action: NO_ACTIONS },
{
from: "loading",
event: "SEARCH_SUCCESS",
to: "gallery",
action: (extendedState, eventData, fsmSettings) => {
const items = eventData;
return {
updates: [{ op: "add", path: "/items", value: items }],
outputs: NO_OUTPUT
};
}
},
{
from: "loading",
event: "SEARCH_FAILURE",
to: "error",
action: NO_ACTIONS
},
{
from: "loading",
event: "CANCEL_SEARCH",
to: "gallery",
action: NO_ACTIONS
},
{ from: "error", event: "SEARCH", to: "loading", action: NO_ACTIONS },
{ from: "gallery", event: "SEARCH", to: "loading", action: NO_ACTIONS },
{
from: "gallery",
event: "SELECT_PHOTO",
to: "photo",
action: (extendedState, eventData, fsmSettings) => {
const item = eventData;
return {
updates: [{ op: "add", path: "/photo", value: item }],
outputs: NO_OUTPUT
};
}
},
{ from: "photo", event: "EXIT_PHOTO", to: "gallery", action: NO_ACTIONS }
],
entryActions: {
loading: (extendedState, eventData, fsmSettings) => {
const { items, photo } = extendedState;
const query = eventData;
const searchCommand = {
command: COMMAND_SEARCH,
params: query
};
const renderGalleryAction = renderAction({ query, items, photo, gallery: "loading" });
return {
outputs: [searchCommand].concat(renderGalleryAction.outputs),
updates: NO_STATE_UPDATE
};
},
photo: renderGalleryApp("photo"),
gallery: renderGalleryApp("gallery"),
error: renderGalleryApp("error"),
start: renderGalleryApp("start")
},
updateState: applyJSONpatch,
}
Note:
- how the black bullet (entry point) from our machine graph corresponds to a
init
control state, which moves to thestart
control state with the initial eventSTART
. events
andstates
respectively are a list of events and control states accepted and represented in the machineinitialControlState
andinitialExtendedState
encode the initial state for the machine- the
transitions
property of the machine encodes the edges of the graph that modelizes the behaviour of the interface - every control state entry will lead to displaying some screens. In order not to repeat that
logic, we extract it into the
entryActions
property and we will use later the correspondingstate-transducer
plugin which makes use of this data updateState
specifies how to update the extended state of the machine from a description of the updates to perform. We use JSON patch in our example. A redux-like reducer, proxy-basedimmer.js
or any user-provided function could also be used, as long as it respects the defined interface.
A stateless component to render the user interface
The machine controls the user interface via the issuing of render commands, which include
props for a user-provided React component. Here, those props are fed into GalleryApp
, which
renders the interface:
export function GalleryApp(props){
// NOTE: `query` is not used! :-) Because we use a uncontrolled component, we need not use query
const { query, photo, items, next, gallery: galleryState } = props;
return div(".ui-app", { "data-state": galleryState }, [
h(
Form,
{
galleryState,
onSubmit: (ev, formRef) => next(["onSubmit", ev, formRef]),
onClick: ev => next(["onCancelClick"])
},
[]
),
h(
Gallery,
{ galleryState, items, onClick: item => next(["onGalleryClick", item]) },
[]
),
h(Photo, { galleryState, photo, onClick: ev => next(["onPhotoClick"]) }, [])
]);
}
Note:
GalleryApp
is a stateless functional component which only concerns itself with rendering the interface. The interface state concerns (representation, storage, retrieval, update, etc.) are handled by the state machine.
Implementing the user interface with <Machine />
We have our state machine defined, we have a component to render the user interface. We now have
to implement the full user interface, e.g. processing events, and execute the appropriate
commands in response. As we will use the <Machine />
component, we have to
specify the corresponding props for it. Those props include, as the architecture indicates,
an interface by which the user interface sends events to a preprocessor which transforms them
into inputs for the state machine, which produces commands which are processed by command
handlers, which delegate the actual effect execution to effect handlers:
import { COMMAND_RENDER, COMMAND_SEARCH, NO_INTENT } from "./properties"
import { filter, map } from "rxjs/operators"
import { runSearchQuery, destructureEvent } from "./helpers"
import { INIT_EVENT } from "state-transducer"
import { Subject } from "rxjs/index"
import { GalleryApp } from "./imageGalleryComponent"
import Flipping from "flipping"
import React from "react";
const flipping = new Flipping();
export const imageGalleryReactMachineDef = {
options: { initialEvent: [ "START"] },
renderWith: GalleryApp,
eventHandler: new Subject(),
preprocessor: rawEventSource =>
rawEventSource.pipe(
map(ev => {
const { rawEventName, rawEventData: e, ref } = destructureEvent(ev);
if (rawEventName === INIT_EVENT) {
return { [INIT_EVENT]: void 0 };
}
// Form raw events
else if (rawEventName === "START") {
return { START: void 0 };
} else if (rawEventName === "onSubmit") {
e.persist();
e.preventDefault();
return { SEARCH: ref.current.value };
} else if (rawEventName === "onCancelClick") {
return { CANCEL_SEARCH: void 0 };
}
// Gallery
else if (rawEventName === "onGalleryClick") {
const item = e;
return { SELECT_PHOTO: item };
}
// Photo detail
else if (rawEventName === "onPhotoClick") {
return { EXIT_PHOTO: void 0 };
}
// System events
else if (rawEventName === "SEARCH_SUCCESS") {
const items = e;
return { SEARCH_SUCCESS: items };
} else if (rawEventName === "SEARCH_FAILURE") {
return { SEARCH_FAILURE: void 0 };
}
return NO_INTENT;
}),
filter(x => x !== NO_INTENT),
),
commandHandlers: {
[COMMAND_SEARCH]: (next, query, effectHandlers) => {
effectHandlers
.runSearchQuery(query)
.then(data => {
next(["SEARCH_SUCCESS",data.items]);
})
.catch(error => {
next(["SEARCH_FAILURE", void 0]);
});
}
},
effectHandlers: {
runSearchQuery: runSearchQuery,
[COMMAND_RENDER]: (machineComponent, renderWith, params, next) => {
// Applying flipping animations : read DOM before render, and flip after render
flipping.read();
machineComponent.setState(
{ render: React.createElement(renderWith, Object.assign({}, params, { next }), []) },
() => flipping.flip()
);
}
}
};
Note:
- we render the user interface with the
GalleryApp
component (renderWith
) - we use Rxjs for event handling between the component and the interfaced systems
- we kick start the machine with the
START
event (options.initialEvent
) - inputs received from the interfaced systems (network responses or user inputs) are translated
into inputs for the state machine by the preprocessor (
preprocessor
) - our interface only performs two actions on its interfaced systems : rendering screens, and
querying remote content. As the rendering command is implemented by the
<Machine />
component,commandHandlers
only implement theCOMMAND_SEARCH
command (commandHandlers
). - the
COMMAND_SEARCH
command use therunSearchQuery
effect runner (effectHandlers
) - the render command can be customized if necessary by specifying an alternative render
implementation. Here we wanted to use the
Flipping
animation library, which requires running some commands before and after updating the DOM. That forced us to customize the rendering.
The final application set-up
We now have all the pieces to integrate for our application:
import ReactDOM from "react-dom";
import "./index.css";
import { Machine } from "react-state-driven";
import { imageGalleryFsmDef } from "./imageGalleryFsm";
import { imageGalleryReactMachineDef } from "./imageGalleryReactMachineDef";
import h from "react-hyperscript";
import {
createStateMachine,
decorateWithEntryActions,
fsmContracts
} from "state-transducer";
const fsmSpecsWithEntryActions = decorateWithEntryActions(
imageGalleryFsmDef,
imageGalleryFsmDef.entryActions,
null
);
const fsm = createStateMachine(fsmSpecsWithEntryActions, {
debug: { console, checkContracts: fsmContracts }
});
ReactDOM.render(
// That is the same as <Machine fsm=... preprocessor=... ... />
h(Machine, Object.assign({}, imageGalleryReactMachineDef, { fsm }), []),
document.getElementById("root")
);
Note:
decorateWithEntryActions
which a plugin which allows to have a given machine produce predefind actions on entering a control state. We use it here to render a given screen on entry in a given control state.- debug options can be configured as needed. Currently trace messages can be output to a
console
passed by the API user. Additionally, machine contracts can be checked (useful in development mode)
A typical machine run
Alright, now let's leverage the example to explain what is going on here together with the
<Machine />
semantics.
First of all, we use React.createElement
but you
could just as well use jsx <Machine ... />
, that really is but an implementation detail. In our
implementation we are mostly using core React API and hyperscript rather than jsx. Then keep in mind that when we write 'the
machine', we refer to the state machine whose graph has been given previously. When we want to
refer to the Machine
React component, we will always specifically precise that.
Our state machine is basically a function which takes an input and returns outputs. The inputs
received by the machine are meant to be mapped to events triggered by the user through the user
interface. The outputs from the machine are commands representing what commands/effects to perform
on the interfaced system(s). The mapping between user/system events and machine input is
performed by preprocessor
. The commands output by the machine are mapped to handlers gathered
in commandHandlers
so our Machine
component knows how to run a command when it receives one.
A run of the machine would then be like this :
- The machine will encapsulate the following properties as part of its extended state :
query
,items
,photo
. This extended state will be updated according to the machine specifications in function of the input received by the machine and the control state the machine is in. - The initial extended state is
{ query: '', items: [], photo: undefined }
- The machine transitions automatically from the initial state to the
start
control state.- on doing so, it issues one command : render
GalleryApp
. Render commands have a default handler which renders therenderWith
component passed as parameter with the props included in the render command. An event emitter (next
in code sample above) is passed to allow for the element to send events to the state machine.
- on doing so, it issues one command : render
- The
Machine
component executes the render command and renders a gallery app with an empty query text input, no images(items
), and no selected image (photo
). - The user enters some text in the text input
- The user clicks the
Search
button.- A
submit
event is triggered. - The value of the input field is read, and the
submit
event is transformed into a machine input{SEARCH : <query>}
which is passed to the machine - The machine, per its specifications, outputs two commands :
COMMAND_SEARCH
and renderGalleryApp
, and transitions toloading
control state - The
Machine
component executes the two commands : the gallery is rendered (this time with aCancel
button appearing), and an API call is made. Depending on the eventual result of that API call, the command handler will trigger aSEARCH_SUCCESS
orSEARCH_FAILURE
event.
- A
- The search is successful : the
SEARCH_SUCCESS
event is transformed into a machine input{SEARCH_SUCCESS: items}
.- The machine, per its specifications, updates its extended state
items
property, and outputs a renderGalleryApp
command. This displays the list of fetched items on the screen.
- The machine, per its specifications, updates its extended state
- Any further event will lead to the same sequence :
- the user or an interfaced system (network, etc.) triggers an event X,
- that event will be transformed into a machine input (as per
preprocessor
), - the machine will, as per its specs, update its extended state and issue command(s)
- Issued commands will be executed by the
Machine
component, as percommandHandlers
This is it! Whatever the machine passed as parameter to the Machine
component, its behaviour
will always be as described.
Note that this example is contrived for educational purposes:
- we could do away with the preprocessor and have the DOM event handlers directly produce inputs in the format accepted by the machine
- we could handle concurrency issues (user makes a second search while the first search request
is in-flight) either reusing rxjs capabilities (
switchMap
) or at the machine level (extra piece of state)
Types
Types contracts can be found in the repository.
Contracts
- command handlers delegate all effects on external systems through the effect handler module
- the
COMMAND_RENDER
command is reserved and must not be used in the command handlers' specifications - types contracts
next
is injected as a prop to therenderWith
component and as such cannot be overriden by the component's defined props
Semantics
- The
<Machine />
component :- initializes the raw event source (subject) which receives and forwards all raw events (user events and system events)
- creates a global command handler to dispatch to user-defined command handlers
- connects the raw event source to the preprocessor
- connects the preprocessor to the machine
- connects the machine to the command handler
- starts the machine: the machine is now reactive to raw events and computes the associated commands
- The preprocessor will receive raw events from two sources : the user interface and the external
systems (databases, etc.). From raw events, it will compute inputs for the connected state
machine. Note that:
- the preprocessor may perform effects only on the user interface (for instance
e => e.preventDefault()
) - the preprocessor may have its own internal state
- the preprocessor may perform effects only on the user interface (for instance
- The machine receives preprocessed events from the preprocessor and computes a set of commands to be executed
- The global command handler execute the incoming commands :
- if the command is a render command, the global handler execute directly the command in the
context of the
<Machine/>
component - if the command is not a render command, the global handler dispatches the command to the user-configured command handlers
- if the command is a render command, the global handler execute directly the command in the
context of the
- All command handlers are passed two arguments :
- an event emitter connected to the raw event source
- an object of type
EffectHandlers
which contains any relevant dependencies needed to perform effects (that is the object passed in props to the<Machine/>
component)
- Render commands leads to definition of React components with DOM event handlers. Those event handlers can pass their raw events (DOM events) to the machine thanks to the raw event source emitter
- Non-render commands leads to the execution of procedures which may be successful or fail. The command handler can pass back information to the machine thanks to the injected event emitter.
- The raw event source is created with the subject factory passed as parameters. That subject must
implement the
Observer
interface (in particular have thenext, complete, error
properties defined, with all of them being synchronous functions) and theObservable
interface (subscribe
property) - The event source is terminated when the
<Machine/>
component is removed from the screen (componentWillUnmount
lifecycle method)
testMachineComponent(testAPI, testScenario, machineDefinition)
Cf. Testing
Tips and gotchas
- most of the time
preprocessor
will just change the name of the event. You can perfectly if that makes sense, usepreprocessor : x => x
and directly pass on the raw events to the machine as input. That is fine- as long as the machine never has to perform an effect (this is one of the machine's contract)
. In our example, you will notice that we are doing
e.preventDefault()
in the preprocessor. Furthermore, for documentation and design purposes, it makes sense to use any input nomenclature which links to the domain rather than the user interface. As we have seen, what is a button click on the interface is a search input for the machine, and results in a search command to the command handler. - if the machine at hand is only designed for that user interface and not intended to be reused in any other context. This approach as a matter of fact couple the view to the machine. In the case of our image gallery component, we could imagine a reusable parameterizable machine which implements the behaviour of a generic search input. Having a preprocessor enables to integrate such machines without a hiccup.
- as long as the machine never has to perform an effect (this is one of the machine's contract)
. In our example, you will notice that we are doing
- some machine inputs may correspond to the aggregation of several events (in advanced usage). For
instance, if we had to recreate a double click for the
Search
button, we would have to receive two clicks before passing aSEARCH
input to the machine. Having aneventHandler
interface allows to useRxjs
to deal with those cases, as its combinator library (map
,filter
,takeUntil
etc.) allow to aggregate events in a fairly simple manner. Note that we could implement this logic in the state machine itself (our machines are essentially Turing machines, they can implement any effect-less computation), but:- it may be better to keep the machine dealing with inputs at a consistent level of
abstraction; 2. that kind of event aggregation is done easily enough with a dedicated
library such as
rxjs
- it may be better to keep the machine dealing with inputs at a consistent level of
abstraction; 2. that kind of event aggregation is done easily enough with a dedicated
library such as
- you may want to handle some concurrency issues at the machine level. Typically in our example, that would mean handling the user scenario when the user is requesting two different queries in rapid succession and the first query response has not arrived before the second query is executed. There is in this case a risk of the user interface displaying the wrong response.
- you may also want to do it at the command handler level to keep your machine at a higher level
of abstraction. A command handler may for instance recreate Rxjs's
switchMap
by keeping a record of in-flight queries. - the interfaced systems can communicate with the machine via an event emitter. The
props.renderWith
React component is injected anext
prop which is an event emitter which relays events to the machine's raw event source. Associated with DOM event handlers, this allows the machine to receive DOM events. Command handlers are also passed thenext
event emitter, and can use it to send to the machine any messages from the interfaced systems. - in those cases where the machine needs to communicate with other local but out of scope entities, it can emit its own events, for instance custom DOM events