# Stately.js **Repository Path**: mirrors_GerHobbelt/Stately.js ## Basic Information - **Project Name**: Stately.js - **Description**: Stately.js is a JavaScript based finite-state machine (FSM) engine for Node.js and the browser. - **Primary Language**: Unknown - **License**: MIT - **Default Branch**: master - **Homepage**: None - **GVP Project**: No ## Statistics - **Stars**: 0 - **Forks**: 0 - **Created**: 2020-08-19 - **Last Updated**: 2026-05-09 ## Categories & Tags **Categories**: Uncategorized **Tags**: None ## README ![Stately.js Logo](https://github.com/fschaefer/Stately.js/raw/master/misc/Stately.js.png) ## What is it? Stately.js is a JavaScript based finite-state machine (FSM) engine for Node.js and the browser. ## Installation In Node.js you can install Stately.js with `npm`: $ npm install stately.js and include it to your project by: var Stately = require('stately.js'); In browsers you can include it directly by adding it to the document head section: or with Asynchronous Module Definition by e.g.: ## Usage ### Creating a new machine A new state machine can be created with either the new operator: var machine = new Stately(statesObject, initialStateName); or the factory method: var machine = Stately.machine(statesObject, initialStateName); Both will return a new `stateMachine` object, with all events from all states attached to it. The machine will transition into the initial state `initialStateName` or the first attached `stateObject` if `initialStateName` is omitted. In addition to the events the `stateMachine` object has a `getMachineState()` method, returning the current name of the machines state, `getMachineEvents()`, returning possible events in the current state, and `bind()` and `unbind()` methods, to register callbacks to receive `notifications` when the machine transitions into another state. The `statesObject` is an object with `stateObject` objects attached as properties. The property names of the `statesObject` are the `states` of the machine. The attached `stateObject` objects model the machines states with the property names as `events` and the connected functions as `actions`: var machine = Stately.machine({ 'STATE0': { event: function () { ... } }, 'STATE1': { event: function () { ... } }, 'STATE2':{ event: function () { ... }, anotherEvent: function () { ... } } }); If different states use the same event identifier, the `events` are chained up and the machine handles calling the correct `action` for the current state (if the `event` is handled in the current state). If the event is not handled in the current state, it is ignored. If no immediate `action` needs to be declared, the desired transition `state` can be attached to the `event` as string directly: var machine = Stately.machine({ 'STATE0': { 'event': /* => */ 'STATE1' }, 'STATE1': { 'event': /* => */ 'STATE2' }, 'STATE2': { 'event': /* => */ 'STATE0', 'anotherEvent': /* => */ 'STATE1' } }); ### Transitions There are several ways an `action` can transition the machine into another state. The simplest form is returning the desired next state from an action. Therefore, `this` refers to the (internal) `stateStore` inside an `action` to access the other states of the machine: ... 'STATE1': { doSomething: function () { ... //transition from STATE1 to STATE2 return this.STATE2; } } ... If an action should not transition the machine into another state, just omit the return value (or return the current state). Sometimes it is desired to return a value from an action. In this case the return value must be an array with two elements. The first element is the next state the machine should transition into, and the second element the return value: ... 'STATE1': { doSomething: function () { ... //transition from STATE1 to STATE2 and return a string return [this.STATE2, 'this is a return value']; } } ... For asynchronous actions there are `getMachineState()` and `setMachineState(nextState)` accessible through the `this` reference of an action: ... 'STATE1': { doSomething: function () { var self = this; setTimeout(function () { ... self.setMachineState(self.STATE2); }, 5000); ... } } ... Because `this` refers to the `stateStore`, it is also possible to call an action from another state (note: this won't trigger the `notification` callbacks): ... 'STATE1': { doSomething: function () { ... this.STATE2.doSomethingDifferent.call(this); ... return this.STATE3.doSomethingCompletelyDifferent.call(this); } } ... ### Notifications Once in a while, it is useful to get a `notification` when the machine transitions into another state. Therefore the `stateMachine` object has `bind(callback)` and `unbind(callback)` to register and unregister notification handlers that get called when the state changes. A notification callback has the following form: function notification (event, oldState, newState) { ... } `event` - The event that triggered the transition. `oldState` - The old state the machine is transitioned from. `newState` - The new state the machine is transitioned into. Inside the `notification`, `this` refers to the internal `stateStore`. ### Hooks Beside the notification system via `bind` and `unbind`, there is an alternative way to attach hooks that are triggered when the state of the machine changes. Possible hooks are `onbeforeSTATE`, `onenterSTATE` (or as shortcut `onSTATE`) and `onleaveSTATE` for states and `onbeforeEVENT` and `onafterEVENT` for events. Hook functions have the same signature as notifications bound with `bind`. ## Examples ### Door var door = Stately.machine({ 'OPEN': { 'close': /* => */ 'CLOSED' }, 'CLOSED': { 'open': /* => */ 'OPEN', 'lock': /* => */ 'LOCKED' }, 'LOCKED': { 'unlock': /* => */ 'CLOSED', 'break': /* => */ 'BROKEN' }, 'BROKEN': { 'fix': function () { this.fixed = (this.fixed === undefined ? 1 : ++this.fixed); return this.fixed < 3 ? this.OPEN : this.BROKEN; } } }); //the initial state of the door is open (it's the first state object) console.log(door.getMachineState() === 'OPEN'); // true; //close and lock the door door.close().lock(); console.log(door.getMachineState() === 'LOCKED'); // true; //try to open it door.open(); console.log(door.getMachineState() === 'OPEN'); // false; //unlock, open, lock (is ignored because it fails), close, and lock door.unlock().open().lock().close().lock(); console.log(door.getMachineState() === 'LOCKED'); // true; //the door is still locked, break it door.break(); console.log(door.getMachineState() === 'BROKEN'); // true; //fix opens the door, close it, lock it, break it again door.fix().close().lock().break(); console.log(door.getMachineState() === 'BROKEN'); // true; //and again fix opens the door, close it, lock it, break it door.fix().close().lock().break(); console.log(door.getMachineState() === 'BROKEN'); // true; //fixing is limited, the door stays broken door.fix(); console.log(door.getMachineState() === 'OPEN'); // false; console.log(door.getMachineState() === 'BROKEN'); // true; ### Radio var radio = Stately.machine({ 'STOPPED': { play: function () { return this.PLAYING; } }, 'PLAYING': { stop: function () { return this.STOPPED; }, pause: function () { return this.PAUSED; } }, 'PAUSED': { play: function () { return this.PLAYING; }, stop: function () { return this.STOPPED; } } }).bind(function (event, oldState, newState) { var transition = oldState + ' => ' + newState; switch (transition) { /* ... case 'STOPPED => PLAYING': case 'PLAYING => PAUSED': ... */ default: console.log(transition); break; } }); radio.play().pause().play().pause().stop(); //STOPPED => PLAYING //PLAYING => PAUSED //PAUSED => PLAYING //PLAYING => PAUSED //PAUSED => STOPPED ### Radio (more declarative) var radio = Stately.machine({ 'STOPPED': { 'play': /* => */ 'PLAYING' }, 'PLAYING': { 'stop': /* => */ 'STOPPED', 'pause': /* => */ 'PAUSED' }, 'PAUSED': { 'play': /* => */ 'PLAYING', 'stop': /* => */ 'STOPPED' } }); radio.onleaveSTOPPED = function (event, oldState, newState) { // ... }; radio.onenterSTOPPED = function (event, oldState, newState) { // ... }; radio.onPLAYING = function (event, oldState, newState) { // ... }; radio.onPAUSED = function (event, oldState, newState) { // ... }; ## jsFiddles * http://jsfiddle.net/sz2hG/