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Particle\State

Particle\State is a very small and simple library, implementing a finite state machine. You can use it in your application whenever you need to account for transitions between multiple states (and that's probably more often than you would imagine!).

Why?

With winzou/statemachine and yohang/finite already in Packagist, why would we go for another package implementing the very same concept?

Well, first of all, Particle\State is very small in comparison, doing next to nothing. That means everything it does do is easy to follow, without having to wade through lots of code. Also, by doing only one thing, it's rather easy to learn how to use this library.

On top of that, we wanted to have a library that is not obtrusive: you can implement Particle\State without having to model your objects in a certain way. Indeed, Particle\State does not have any interface you need to implement.

Nevertheless, check them out. Maybe they'll serve you better.

Small usage example

$initialState = State::withName('pending');

$machine = StateMachine::withStates($initialState, StateCollection::withStates([
    State::withName('pending'),
    State::withName('started'),
    State::withName('accepted'),
    State::withName('rejected'),
    State::withName('completed'),
    State::withName('failed'),
]));

$machine->addTransition(Transition::withStates('start', ['pending'], 'started'));
$machine->addTransition(Transition::withStates('accept', ['started'], 'accepted'));

$machine->addListener(function (Event\TransitionApplied $event) {
    if ($event->wasFromState(State:withName('pending')) {
        echo "The state was pending. Not anymore though :)";
    }
});

var_dump($machine->canApplyTransition('accept')); // bool(false), because not in 'started' state;
var_dump($machine->canApplyTransition('start')); // bool(true);
var_dump($machine->transition('start')); // bool(true);
var_dump($machine->canApplyTransition('accept')); // bool(true);
var_dump($machine->canApplyTransition('start')); // bool(false);

Functional features

  • Validate if a transition of state is possible;
  • Transition the state to a next state;
  • Hook event listeners to state changes as transition callbacks.

Non functional features

  • Easy to write (IDE auto-completion for easy development)
  • Easy to read (improves peer review)

About

A really simple finite state machine. Prepared in the Enrise kitchen.

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