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https://github.com/veelenga/aasm.cr

:arrows_clockwise: Easy to use finite state machine for Crystal classes
https://github.com/veelenga/aasm.cr

aasm crystal state-machine

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:arrows_clockwise: Easy to use finite state machine for Crystal classes

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# aasm.cr [![Build Status](https://travis-ci.org/veelenga/aasm.cr.svg?branch=master)](https://travis-ci.org/veelenga/aasm.cr)

Aasm stands for **"Acts As State Machine"** which means that some abstract object can act as a [finite state machine](https://en.wikipedia.org/wiki/Finite-state_machine) and can be in one of a finite number of states at a time; can change one state to another when initiated by a triggering event.

## Getting Started

Adding a state machine to a Crystal class is as simple as including `AASM` module and writing `act_as_state_machine` method where you can define **states** and **events** with their **transitions**:

```crystal
class Transaction
include AASM

def act_as_state_machine
aasm.state :pending, initial: true
aasm.state :active, enter: -> { puts "Just got activated" }
aasm.state :completed

aasm.event :activate do |e|
e.transitions from: :pending, to: :active
end

aasm.event :complete do |e|
e.transitions from: :active, to: :completed
end
end
end

t = Transaction.new.tap &.act_as_state_machine
t.state #=> :pending
t.next_state #=> :active
t.fire :activate # Just got activated
t.state #=> :active
t.next_state #=> :completed
```

### States

State can be defined using `aasm.state` method passing the name and options:

```crystal
aasm.state :passive, initial: true
```

#### State options

Currently state supports the following options:

- `initial` : `Bool` **optional** - indicates whether this state is initial or not. If initial state not specified, first one will be considered as initial
- `guard` : `(-> Bool)` **optional** - a callback, that gets evaluated once state is getting entered. State will not enter if guard returns false
- `enter` : `(->)` **optional** - a hook, that gets evaluated once state entered.

### Events

Event can be defined using `aasm.state` method passing the name and a block with transitions:

```crystal
aasm.event :delete do |e|
e.transitions from: :active, to: :deleted
end
```

Event has to be defined after state definition. In other case `NoSuchStateException` will be raise.

#### Event options

Currently event supports the following options:

- `before` : `(->)` **optional** - a callback, that gets evaluated once before changing a state
- `after` : `(->)` **optional** - a callback, that gets evaluated once after changing a state.

### Transitions

Transition can be defined on event with `transitions` method passing options:

```crystal
aasm.event :complete do |e|
e.transitions from: [:pending, :active], to: :deleted
end
```

#### Transition options

Currently transition supports the following options:

- `from` : `(Symbol | Array(Symbol))` **required** - state (or states) from which state of state machine can be changed when event fired
- `to` : `Symbol` **required** - state to which state of state machine will change when event fired.

## More examples

### One state machine (circular)

```crystal
class CircularStateMachine
include AASM

def act_as_state_machine
aasm.state :started

aasm.event :restart do |e|
e.transitions from: :started, to: :started
end
end
end
```

### Two states machine

```crystal
class TwoStateMachine
include AASM

def act_as_state_machine
assm.state :active
aasm.state :deleted

aasm.event :delete do |e|
e.transitions from: :active, to: :deleted
end
end
end
```

### Three states machine

```crystal
class ThreeStatesMachine
include AASM

def act_as_state_machine
aasm.state :pending, initial: true
aasm.state :active
aasm.state :completed

aasm.event :activate do |e|
e.transitions from: :pending, to: :active
end
aasm.event :complete do |e|
e.before { puts "completing..." }
e.after { puts "completed" }
e.transitions from: [:active, :pending], to: :completed
end
end
end
```