Class: StateMachine::State
- Inherits:
-
Object
- Object
- StateMachine::State
- Includes:
- Assertions
- Defined in:
- lib/state_machine/state.rb
Overview
A state defines a value that an attribute can be in after being transitioned 0 or more times. States can represent a value of any type in Ruby, though the most common (and default) type is String.
In addition to defining the machine’s value, a state can also define a behavioral context for an object when that object is in the state. See StateMachine::Machine#state for more information about how state-driven behavior can be utilized.
Instance Attribute Summary collapse
-
#cache ⇒ Object
Whether this state’s value should be cached after being evaluated.
-
#human_name(klass = @machine.owner_class) ⇒ Object
Transforms the state name into a more human-readable format, such as “first gear” instead of “first_gear”.
-
#initial ⇒ Object
(also: #initial?)
Whether or not this state is the initial state to use for new objects.
-
#machine ⇒ Object
The state machine for which this state is defined.
-
#matcher ⇒ Object
A custom lambda block for determining whether a given value matches this state.
-
#name ⇒ Object
readonly
The unique identifier for the state used in event and callback definitions.
-
#qualified_name ⇒ Object
readonly
The fully-qualified identifier for the state, scoped by the machine’s namespace.
-
#value(eval = true) ⇒ Object
The value that represents this state.
Instance Method Summary collapse
-
#call(object, method, *args, &block) ⇒ Object
Calls a method defined in this state’s context on the given object.
-
#context(&block) ⇒ Object
Defines a context for the state which will be enabled on instances of the owner class when the machine is in this state.
-
#context_methods ⇒ Object
The list of methods that have been defined in this state’s context.
-
#description(options = {}) ⇒ Object
Generates a human-readable description of this state’s name / value:.
-
#draw(graph, options = {}) ⇒ Object
Draws a representation of this state on the given machine.
-
#final? ⇒ Boolean
Determines whether there are any states that can be transitioned to from this state.
-
#initialize(machine, name, options = {}) ⇒ State
constructor
Creates a new state within the context of the given machine.
-
#initialize_copy(orig) ⇒ Object
Creates a copy of this state, excluding the context to prevent conflicts across different machines.
-
#inspect ⇒ Object
Generates a nicely formatted description of this state’s contents.
-
#matches?(other_value) ⇒ Boolean
Determines whether this state matches the given value.
Methods included from Assertions
#assert_exclusive_keys, #assert_valid_keys
Constructor Details
#initialize(machine, name, options = {}) ⇒ State
Creates a new state within the context of the given machine.
Configuration options:
-
:initial
- Whether this state is the beginning state for the machine. Default is false. -
:value
- The value to store when an object transitions to this state. Default is the name (stringified). -
:cache
- If a dynamic value (via a lambda block) is being used, then setting this to true will cache the evaluated result -
:if
- Determines whether a value matches this state (e.g. :value => lambda Time.now, :if => lambda {|state| !state.nil?}). By default, the configured value is matched. -
:human_name
- The human-readable version of this state’s name
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# File 'lib/state_machine/state.rb', line 57 def initialize(machine, name, = {}) #:nodoc: assert_valid_keys(, :initial, :value, :cache, :if, :human_name) @machine = machine @name = name @qualified_name = name && machine.namespace ? :"#{machine.namespace}_#{name}" : name @human_name = [:human_name] || (@name ? @name.to_s.tr('_', ' ') : 'nil') @value = .include?(:value) ? [:value] : name && name.to_s @cache = [:cache] @matcher = [:if] @initial = [:initial] == true @context = StateContext.new(self) if name conflicting_machines = machine.owner_class.state_machines.select {|other_name, other_machine| other_machine != machine && other_machine.states[qualified_name, :qualified_name]} # Output a warning if another machine has a conflicting qualified name # for a different attribute if conflict = conflicting_machines.detect {|other_name, other_machine| other_machine.attribute != machine.attribute} name, other_machine = conflict warn "State #{qualified_name.inspect} for #{machine.name.inspect} is already defined in #{other_machine.name.inspect}" elsif conflicting_machines.empty? # Only bother adding predicates when another machine for the same # attribute hasn't already done so add_predicate end end end |
Instance Attribute Details
#cache ⇒ Object
Whether this state’s value should be cached after being evaluated
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# File 'lib/state_machine/state.rb', line 34 def cache @cache end |
#human_name(klass = @machine.owner_class) ⇒ Object
Transforms the state name into a more human-readable format, such as “first gear” instead of “first_gear”
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# File 'lib/state_machine/state.rb', line 109 def human_name(klass = @machine.owner_class) @human_name.is_a?(Proc) ? @human_name.call(self, klass) : @human_name end |
#initial ⇒ Object Also known as: initial?
Whether or not this state is the initial state to use for new objects
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# File 'lib/state_machine/state.rb', line 37 def initial @initial end |
#machine ⇒ Object
The state machine for which this state is defined
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# File 'lib/state_machine/state.rb', line 17 def machine @machine end |
#matcher ⇒ Object
A custom lambda block for determining whether a given value matches this state
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# File 'lib/state_machine/state.rb', line 42 def matcher @matcher end |
#name ⇒ Object (readonly)
The unique identifier for the state used in event and callback definitions
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# File 'lib/state_machine/state.rb', line 20 def name @name end |
#qualified_name ⇒ Object (readonly)
The fully-qualified identifier for the state, scoped by the machine’s namespace
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# File 'lib/state_machine/state.rb', line 24 def qualified_name @qualified_name end |
#value(eval = true) ⇒ Object
The value that represents this state. This will optionally evaluate the original block if it’s a lambda block. Otherwise, the static value is returned.
For example,
State.new(machine, :parked, :value => 1).value # => 1
State.new(machine, :parked, :value => lambda {Time.now}).value # => Tue Jan 01 00:00:00 UTC 2008
State.new(machine, :parked, :value => lambda {Time.now}).value(false) # => <Proc:0xb6ea7ca0@...>
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# File 'lib/state_machine/state.rb', line 142 def value(eval = true) if @value.is_a?(Proc) && eval if cache_value? @value = @value.call machine.states.update(self) @value else @value.call end else @value end end |
Instance Method Details
#call(object, method, *args, &block) ⇒ Object
Calls a method defined in this state’s context on the given object. All arguments and any block will be passed into the method defined.
If the method has never been defined for this state, then a NoMethodError will be raised.
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# File 'lib/state_machine/state.rb', line 218 def call(object, method, *args, &block) = args.last.is_a?(Hash) ? args.pop : {} = {:method_name => method}.merge() state = machine.states.match!(object) if state == self && object.respond_to?(method) object.send(method, *args, &block) elsif method_missing = [:method_missing] # Dispatch to the superclass since the object either isn't in this state # or this state doesn't handle the method begin method_missing.call rescue NoMethodError => ex if ex.name.to_s == [:method_name].to_s && ex.args == args # No valid context for this method raise InvalidContext.new(object, "State #{state.name.inspect} for #{machine.name.inspect} is not a valid context for calling ##{[:method_name]}") else raise end end end end |
#context(&block) ⇒ Object
Defines a context for the state which will be enabled on instances of the owner class when the machine is in this state.
This can be called multiple times. Each time a new context is created, a new module will be included in the owner class.
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# File 'lib/state_machine/state.rb', line 180 def context(&block) # Include the context context = @context machine.owner_class.class_eval { include context } # Evaluate the method definitions and track which ones were added old_methods = context_methods context.class_eval(&block) new_methods = context_methods.to_a.select {|(name, method)| old_methods[name] != method} # Alias new methods so that the only execute when the object is in this state new_methods.each do |(method_name, method)| context_name = context_name_for(method_name) context.class_eval <<-end_eval, __FILE__, __LINE__ + 1 alias_method :"#{context_name}", :#{method_name} def #{method_name}(*args, &block) state = self.class.state_machine(#{machine.name.inspect}).states.fetch(#{name.inspect}) options = {:method_missing => lambda {super(*args, &block)}, :method_name => #{method_name.inspect}} state.call(self, :"#{context_name}", *(args + [options]), &block) end end_eval end true end |
#context_methods ⇒ Object
The list of methods that have been defined in this state’s context
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# File 'lib/state_machine/state.rb', line 207 def context_methods @context.instance_methods.inject({}) do |methods, name| methods.merge(name.to_sym => @context.instance_method(name)) end end |
#description(options = {}) ⇒ Object
Generates a human-readable description of this state’s name / value:
For example,
State.new(machine, :parked).description # => "parked"
State.new(machine, :parked, :value => :parked).description # => "parked"
State.new(machine, :parked, :value => nil).description # => "parked (nil)"
State.new(machine, :parked, :value => 1).description # => "parked (1)"
State.new(machine, :parked, :value => lambda {Time.now}).description # => "parked (*)
Configuration options:
-
:human_name
- Whether to use this state’s human name in the description or just the internal name
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# File 'lib/state_machine/state.rb', line 126 def description( = {}) label = [:human_name] ? human_name : name description = label ? label.to_s : label.inspect description << " (#{@value.is_a?(Proc) ? '*' : @value.inspect})" unless name.to_s == @value.to_s description end |
#draw(graph, options = {}) ⇒ Object
Draws a representation of this state on the given machine. This will create a new node on the graph with the following properties:
-
label
- The human-friendly description of the state. -
width
- The width of the node. Always 1. -
height
- The height of the node. Always 1. -
shape
- The actual shape of the node. If the state is a final state, then “doublecircle”, otherwise “ellipse”.
Configuration options:
-
:human_name
- Whether to use the state’s human name for the node’s label that gets drawn on the graph
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# File 'lib/state_machine/state.rb', line 252 def draw(graph, = {}) node = graph.add_nodes(name ? name.to_s : 'nil', :label => description(), :width => '1', :height => '1', :shape => final? ? 'doublecircle' : 'ellipse' ) # Add open arrow for initial state graph.add_edges(graph.add_nodes('starting_state', :shape => 'point'), node) if initial? true end |
#final? ⇒ Boolean
Determines whether there are any states that can be transitioned to from this state. If there are none, then this state is considered final. Any objects in a final state will remain so forever given the current machine’s definition.
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# File 'lib/state_machine/state.rb', line 97 def final? !machine.events.any? do |event| event.branches.any? do |branch| branch.state_requirements.any? do |requirement| requirement[:from].matches?(name) && !requirement[:to].matches?(name, :from => name) end end end end |
#initialize_copy(orig) ⇒ Object
Creates a copy of this state, excluding the context to prevent conflicts across different machines.
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# File 'lib/state_machine/state.rb', line 88 def initialize_copy(orig) #:nodoc: super @context = StateContext.new(self) end |
#inspect ⇒ Object
Generates a nicely formatted description of this state’s contents.
For example,
state = StateMachine::State.new(machine, :parked, :value => 1, :initial => true)
state # => #<StateMachine::State name=:parked value=1 initial=true context=[]>
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# File 'lib/state_machine/state.rb', line 272 def inspect attributes = [[:name, name], [:value, @value], [:initial, initial?]] "#<#{self.class} #{attributes.map {|attr, value| "#{attr}=#{value.inspect}"} * ' '}>" end |
#matches?(other_value) ⇒ Boolean
Determines whether this state matches the given value. If no matcher is configured, then this will check whether the values are equivalent. Otherwise, the matcher will determine the result.
For example,
# Without a matcher
state = State.new(machine, :parked, :value => 1)
state.matches?(1) # => true
state.matches?(2) # => false
# With a matcher
state = State.new(machine, :parked, :value => lambda {Time.now}, :if => lambda {|value| !value.nil?})
state.matches?(nil) # => false
state.matches?(Time.now) # => true
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# File 'lib/state_machine/state.rb', line 171 def matches?(other_value) matcher ? matcher.call(other_value) : other_value == value end |