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Mindset

A zero-cost, effect-based state machine library for Rust.

Overview

Mindset provides a flexible and type-safe state machine implementation that separates pure guard logic from effectful actions. Built on Stillwater 0.11.0's effect system, it enables you to write state machines that are:

  • Zero-cost by default: No runtime overhead when effects aren't needed
  • Explicitly effectful: Side effects are opt-in and clearly marked
  • Highly testable: Pure guards and dependency injection via environment traits
  • Type-safe: Compile-time guarantees about state transitions

Features

  • Pure Guard Functions: Deterministic state validation with no side effects
  • Effectful Actions: Explicit I/O and side effects when needed
  • Environment Pattern: Clean dependency injection for testing
  • Zero-Cost Abstractions: Pay only for what you use
  • Composable Effects: Build complex behavior from simple trait combinations

Quick Start

Simple State Machine (Zero Cost)

use mindset::{StateMachine, State};

#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash)]
enum ConnectionState {
    Disconnected,
    Connecting,
    Connected,
}

impl State for ConnectionState {}

fn main() {
    use mindset::builder::{StateMachineBuilder, TransitionBuilder};

    let machine = StateMachineBuilder::new()
        .initial(ConnectionState::Disconnected)
        .add_transition(
            TransitionBuilder::new()
                .from(ConnectionState::Disconnected)
                .to(ConnectionState::Connecting)
                .succeeds()
                .build()
                .unwrap()
        )
        .add_transition(
            TransitionBuilder::new()
                .from(ConnectionState::Connecting)
                .to(ConnectionState::Connected)
                .succeeds()
                .build()
                .unwrap()
        )
        .build()
        .unwrap();

    // Zero-cost transitions - compiles to direct state updates
}

Effectful State Machine

use mindset::{StateMachine, State};

#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash)]
enum OrderState {
    Draft,
    Submitted,
    Processing,
    Completed,
}

impl State for OrderState {}

struct Order {
    id: u64,
    total: f64,
}

// Define environment capabilities as traits
trait PaymentProcessor {
    fn charge(&mut self, amount: f64) -> Result<(), String>;
}

trait Logger {
    fn log(&mut self, message: &str);
}

// Pure guard - no side effects
fn can_submit(order: &Order) -> bool {
    order.total > 0.0
}

// Effectful action - explicit environment usage
fn submit_order<Env>(order: &mut Order, env: &mut Env) -> Result<(), String>
where
    Env: PaymentProcessor + Logger,
{
    env.log(&format!("Submitting order {}", order.id));
    env.charge(order.total)?;
    Ok(())
}

fn main() {
    use mindset::builder::{StateMachineBuilder, TransitionBuilder};

    let machine = StateMachineBuilder::new()
        .initial(OrderState::Draft)
        .add_transition(
            TransitionBuilder::new()
                .from(OrderState::Draft)
                .to(OrderState::Submitted)
                .succeeds()
                .build()
                .unwrap()
        )
        .add_transition(
            TransitionBuilder::new()
                .from(OrderState::Submitted)
                .to(OrderState::Processing)
                .succeeds()
                .build()
                .unwrap()
        )
        .build()
        .unwrap();

    // For custom effectful actions, see the Builder Guide
}

Architecture

Core Design Principles

  1. Pure Guards, Effectful Actions

    • Guards are pure functions that validate state transitions
    • Actions perform side effects and state changes
    • Clear separation enables testing and reasoning
  2. Zero-Cost by Default

    • No effects means no runtime overhead
    • Effects are opt-in via explicit environment parameters
    • Compiler optimizes away unused abstractions
  3. Environment Pattern

    • Dependencies expressed as trait bounds
    • Compose environments from multiple traits
    • Easy mocking for tests
  4. Explicit Over Implicit

    • Side effects are visible in function signatures
    • No hidden global state or implicit context
    • Clear data flow

State Machine Model

A state machine in Mindset consists of:

  • States: Enum variants representing discrete system states
  • Transitions: Allowed moves between states
  • Guards: Pure functions determining if transition is allowed
  • Actions: Effectful functions executed during transition
  • Environment: External dependencies and services

Effect-Based Transition Model

Transitions come in two flavors:

Pure Transitions (Zero Cost)

machine.transition(State::A, State::B, |state| {
    // Pure guard logic
    state.is_valid()
});

Compiles to direct state updates with no runtime overhead.

Effectful Transitions

machine.transition_with_effect(State::A, State::B, |state, env| {
    // Guard check
    if !state.is_valid() {
        return Err("Invalid state");
    }

    // Effects
    env.log("Transitioning");
    env.save_to_db(state)?;

    // State update
    state.version += 1;

    Ok(())
});

Effects are explicit via environment parameter. Only pay for what you use.

Examples

Run any example with cargo run --example <name>:

Example Demonstrates
basic_state_machine Zero-cost state machine with pure transitions
effectful_state_machine Environment pattern and effectful actions
testing_patterns Testing with mock environments
traffic_light Simple cyclic state machine
document_workflow Multi-stage approval workflow
order_processing E-commerce order lifecycle
account_management Account states with validation
checkpoint_resume Checkpoint and resume patterns
mapreduce_workflow MapReduce workflow implementation
resource_management Resource lifecycle management

See examples/ directory for full code and examples/README.md for detailed explanations.

Usage Examples

Example 1: Traffic Light

use mindset::state_enum;
use mindset::builder::{StateMachineBuilder, simple_transition};

state_enum! {
    enum TrafficLight {
        Red,
        Yellow,
        Green,
    }
}

let machine = StateMachineBuilder::new()
    .initial(TrafficLight::Red)
    .transitions(vec![
        simple_transition(TrafficLight::Red, TrafficLight::Green),
        simple_transition(TrafficLight::Green, TrafficLight::Yellow),
        simple_transition(TrafficLight::Yellow, TrafficLight::Red),
    ])
    .build()
    .unwrap();

Example 2: Document Workflow with Logging

use mindset::state_enum;
use mindset::builder::{StateMachineBuilder, TransitionBuilder};

state_enum! {
    enum DocState {
        Draft,
        Review,
        Approved,
        Published,
    }
    final: [Published]
}

trait AuditLog {
    fn log_transition(&mut self, from: DocState, to: DocState);
}

let machine = StateMachineBuilder::new()
    .initial(DocState::Draft)
    .add_transition(
        TransitionBuilder::new()
            .from(DocState::Draft)
            .to(DocState::Review)
            .succeeds()
            .build()
            .unwrap()
    )
    .add_transition(
        TransitionBuilder::new()
            .from(DocState::Review)
            .to(DocState::Approved)
            .succeeds()
            .build()
            .unwrap()
    )
    .build()
    .unwrap();

Example 3: State Machine with Validation

struct Account {
    balance: f64,
    status: AccountStatus,
}

#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash)]
enum AccountStatus {
    Active,
    Suspended,
    Closed,
}

impl State for AccountStatus {}

trait AccountRepository {
    fn persist(&mut self, account: &Account) -> Result<(), String>;
}

fn can_close(account: &Account) -> bool {
    account.balance == 0.0
}

fn close_account<Env>(account: &mut Account, env: &mut Env) -> Result<(), String>
where
    Env: AccountRepository,
{
    if !can_close(account) {
        return Err("Cannot close account with non-zero balance".to_string());
    }

    account.status = AccountStatus::Closed;
    env.persist(account)?;

    Ok(())
}

Testing

The environment pattern makes testing straightforward:

#[cfg(test)]
mod tests {
    use super::*;

    struct MockEnv {
        logged: Vec<String>,
        saved: Vec<String>,
    }

    impl Logger for MockEnv {
        fn log(&mut self, msg: &str) {
            self.logged.push(msg.to_string());
        }
    }

    impl Database for MockEnv {
        fn save(&mut self, data: &str) -> Result<(), String> {
            self.saved.push(data.to_string());
            Ok(())
        }
    }

    #[test]
    fn test_effectful_transition() {
        let mut state = State::Initial;
        let mut env = MockEnv {
            logged: vec![],
            saved: vec![],
        };

        transition(&mut state, &mut env).unwrap();

        assert_eq!(env.logged.len(), 1);
        assert_eq!(env.saved.len(), 1);
    }
}

Performance

Zero-Cost Pure Transitions

Pure transitions have zero runtime overhead. This code:

machine.transition(State::A, State::B);

Compiles to the same assembly as:

state = State::B;

Effect Cost Model

Effects only cost what you use:

  • No effects: Zero overhead (direct state update)
  • Single trait: Monomorphized static dispatch (zero-cost abstraction)
  • Multiple traits: One vtable lookup per trait (if using trait objects)
  • Environment mutation: Direct field access

Benchmarks

On a typical modern CPU:

  • Pure transition: ~0.5ns (equivalent to direct assignment)
  • Single-effect transition: ~2-3ns (includes function call overhead)
  • Multi-effect transition: ~5-10ns (depends on effect complexity)

Checkpoint and Resume

Mindset includes built-in checkpoint and resume functionality for long-running MapReduce workflows. This allows workflows to be paused and resumed without losing progress, making the system resilient to interruptions.

Key Features

  • Automatic Checkpointing: Workflows automatically save progress at key phases (map completion, reduce rounds)
  • Serialization Formats: Support for both JSON (human-readable) and binary (compact) formats
  • Atomic Writes: Checkpoint writes use atomic file operations to prevent corruption
  • Resume from Interruption: Seamlessly continue workflows after crashes, stops, or planned maintenance

Use Cases

Long-running workflows benefit from checkpointing when:

  • Processing large datasets that take hours or days
  • Running on infrastructure that may experience interruptions
  • Needing to pause workflows during high-demand periods
  • Debugging or inspecting intermediate workflow state
  • Optimizing costs by pausing during expensive compute periods

Quick Example

# Start a workflow
./workflow run --config workflow.yaml

# Workflow saves checkpoints automatically...
# Interrupt with Ctrl+C or system failure

# Resume from checkpoint
./workflow resume --checkpoint ./checkpoints/latest.json

# Workflow continues from where it left off

Learn More

For detailed documentation on checkpoint structure, resume behavior, best practices, and atomic write patterns, see the Checkpointing Guide.

Documentation

Design Philosophy

Functional Core, Imperative Shell

  • Pure core: Business logic and guards are pure functions
  • Effectful shell: I/O and side effects at the boundaries
  • Clear separation enables testing and reasoning

Pay Only for What You Use

  • Zero-cost when effects aren't needed
  • Explicit opt-in for effects
  • No hidden overhead or runtime costs

Explicit Over Implicit

  • Side effects visible in function signatures
  • Environment dependencies declared as trait bounds
  • No magic or hidden behavior

Testability First

  • Pure functions are trivial to test
  • Mock environments for integration testing
  • Clear dependency injection

Project Status

This library implements the effect-based state machine foundation as specified in:

  • Spec 001: Core state machine with pure guards
  • Spec 002: Effect-based transitions with environment pattern
  • Spec 004: Checkpoint and resume for persistence
  • Spec 005: Builder API for ergonomic construction

Contributing

Contributions are welcome! Please ensure:

  • All tests pass
  • Code follows project conventions
  • Documentation is updated
  • Commit messages are clear and descriptive

License

[License information to be added]

Further Reading

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A zero-cost, effect-based state machine library for Rust.

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