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# ABSTRACT: State::Machine Implementation à la Moose |
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package Machine::State; |
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use Bubblegum; |
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use Function::Parameters; |
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use Machine::State::Failure::Transition::Execution; |
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use Machine::State::Failure::Transition::Missing; |
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use Machine::State::Failure::Transition::Unknown; |
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use Moose; |
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use Try::Tiny; |
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our $VERSION = '0.05'; # VERSION |
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has 'state' => ( |
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is => 'rw', |
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isa => 'Machine::State::State', |
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required => 1 |
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); |
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has 'topic' => ( |
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is => 'ro', |
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isa => 'Str', |
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required => 1 |
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); |
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method apply { |
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my $state = $self->state; |
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my $next = $self->next; |
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# cannot transition |
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Machine::State::Failure::Transition::Missing->throw |
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unless $next->isa_string; |
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# find transition |
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if (my $trans = $state->transitions->get($next)) { |
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try { |
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# attempt transition |
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$self->state($trans->execute($state, @_)); |
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} |
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catch { |
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# transition execution failure |
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Machine::State::Failure::Transition::Execution->throw( |
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captured => $_, |
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transition_name => $next, |
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transition_object => $trans, |
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); |
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} |
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} |
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else { |
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# transition unknown |
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Machine::State::Failure::Transition::Unknown->throw( |
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transition_name => $next |
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); |
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} |
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return $self->state; |
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}; |
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method next { |
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my $state = $self->state; |
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my $next = shift // $state->next; |
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if ($state && !$next) { |
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# deduce transition unless defined |
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if ($state->transitions->keys->count == 1) { |
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$next = $state->transitions->keys->get(0); |
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} |
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} |
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return $next; |
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} |
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method status { |
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return $self->state->name; |
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} |
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1; |
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__END__ |
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=pod |
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=encoding UTF-8 |
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=head1 NAME |
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Machine::State - State::Machine Implementation ÃÂ la Moose |
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=head1 VERSION |
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version 0.05 |
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=head1 SYNOPSIS |
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use Machine::State; |
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use Machine::State::State; |
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use Machine::State::Transition; |
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# light-switch circular-state example |
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my $is_on = Machine::State::State->new(name => 'is_on'); |
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my $is_off = Machine::State::State->new(name => 'is_off'); |
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my $turn_on = Machine::State::Transition->new( |
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name => 'turn_on', |
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result => $is_on |
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); |
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my $turn_off = Machine::State::Transition->new( |
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name => 'turn_off', |
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result => $is_off |
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); |
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$is_on->add_transition($turn_off); # on -> turn off |
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$is_off->add_transition($turn_on); # off -> turn on |
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my $lightswitch = Machine::State->new( |
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topic => 'typical light switch', |
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state => $is_off |
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); |
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$lightswitch->apply('turn_on'); |
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$lightswitch->status; # is_on |
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=head1 DESCRIPTION |
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A finite-state machine (FSM) or finite-state automaton (plural: automata), or |
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simply a state machine, is an abstract machine that can be in one of a finite |
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number of states. The machine is in only one state at a time. It can change from |
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one state to another when initiated by a triggering event or condition; this is |
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called a transition. Machine::State is a system for creating state machines and |
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managing their transitions; It is also a great mechanism for enforcing and |
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tracking workflow, especially in distributed computing. This library is a |
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Moose-based implementation of the L<Machine::State> library. |
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State machines are useful for modeling systems with perform a predetermined |
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sequence of event and result in deterministic state. Machine::State, as you |
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might expect, allows for the definition of events, states, state transitions |
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and user defined actions that can be executed before or after transitions. All |
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features of the state machine itself can be configured via a DSL, |
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L<Machine::State::Simple>. B<Note: This is an early release available for |
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testing and feedback and as such is subject to change.> |
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=head1 ATTRIBUTES |
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=head2 state |
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my $state = $machine->state; |
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$state = $machine->state(Machine::State::State->new(...)); |
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The current state of the state machine. The value should be a |
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L<Machine::State::State> object. |
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=head2 topic |
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my $topic = $machine->topic; |
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$topic = $machine->topic('Take over the world'); |
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The topic or purpose of the state machine. The value can be any arbitrary |
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string describing intent. |
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=head1 METHODS |
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=head2 apply |
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my $state = $machine->apply('transition_name'); |
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$state = $machine->apply; # apply known next transition |
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The apply method transitions the state machine from the current state into the |
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resulting state. If the apply method is called without a transition name, the |
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machine will transition into the next known state of the current state. |
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=head2 next |
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my $transition_name = $machine->next; |
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The next method returns the name of the next known transition of the current |
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state if exists, otherwise it will return undefined. |
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=head2 status |
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my $state_name = $machine->status; |
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The status method returns the name of the current state. |
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=head1 AUTHOR |
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Al Newkirk <anewkirk@ana.io> |
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=head1 CONTRIBUTOR |
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191
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=for stopwords СеÑгей Романов |
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193
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СеÑгей Романов <sromanov-dev@yandex.ru> |
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=head1 COPYRIGHT AND LICENSE |
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This software is copyright (c) 2014 by Al Newkirk. |
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This is free software; you can redistribute it and/or modify it under |
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the same terms as the Perl 5 programming language system itself. |
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=cut |