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I've written the following code implementing a state machine in Python, and I'd like some feedback on it. The basic idea is that each state has a set of corresponding actions that trigger a state ...
#1: Initial revision
A state machine in Python
I've written the following code implementing a state machine in Python, and I'd like some feedback on it. The basic idea is that each state has a set of corresponding actions that trigger a state change. You can register observer functions with states, which are then called whenever the state is entered. ```python """ State machine """ from typing import Callable, Iterable, Mapping, List, Optional ObserverFunction = Callable[[str, Optional["State"], "State"], None] class State: """ Describes a single state """ def __init__(self, name: str, action_map: Mapping[str, str], observers: Optional[Iterable[ObserverFunction]] = None): self._name = name self._observers: List[ObserverFunction] = list(observers or []) self._action_map = action_map def __str__(self): return self._name def register(self, observer: ObserverFunction) -> None: """ Register an observer. """ self._observers.append(observer) def enter(self, action: str, prev_state: Optional["State"] = None) -> None: """ Notify all observers that this now is the current state """ for observer in self._observers: observer(action, prev_state, self) def next_state(self, state_machine: "StateMachine", action: str) -> "State": """ return the new state caused by the action """ if not action in self._action_map: raise ValueError(f"State {self} does not support action {action}") new_state = state_machine.get_state(self._action_map[action]) return new_state def get_actions(self) -> Iterable[str]: """ return the possible actions on the state """ return self._action_map.keys() def is_final(self): """ Return if this state is final, that is, no actions are defined. """ return not self._action_map class StateMachine: """ Describes a state machine """ def __init__(self, description: Iterable[State], first: str): state_names = [] for state in description: name = str(state) if name in state_names: raise ValueError(f"Duplicate state name: {name}") state_names.append(name) if not first in state_names: raise ValueError(f"No state {first} in {description}") self._states = { str(state): state for state in description } self._current_state = self._states[first] self._current_state.enter("initial state") def perform(self, action: str) -> None: """ Perform an action on the current state machine. An action potentially changes the state, notifying its observers. """ prev_state = self._current_state self._current_state = prev_state.next_state(self, action) self._current_state.enter(action, prev_state) def get_state(self, name: str) -> State: """ Get state by name """ try: return self._states[name] except KeyError as error: raise ValueError(f"State machine does not contain state {name}") from error def get_current_state(self) -> State: """ Get the current state """ return self._current_state def has_terminated(self): """ Return True if the state machin has reached a final state """ return self._current_state.is_final() def get_all_actions(self): """ Get the set of all actions of all states in the state machine """ all_actions = set() for state in self._states.values(): all_actions.update(state.get_actions()) return all_actions ``` The following code demonstrates the intended use: ```python from statemachine import State, StateMachine def report(action, old_state, new_state): if action == "initial state": action = "exist" print(f"I was {old_state or 'nothing'}, but you wanted me to {action}, so now I'm {new_state}.") def tell_emotion(action, old_state, new_state): feelings = { 'waiting': 'boring', 'running': 'exhausting', 'sleeping': 'refreshing' } feeling = feelings[str(new_state)] print(f"To be {new_state} is {feeling}.") def final_message(*args): print("You monster!") def main(): sm = StateMachine([State('waiting', { 'sleep': 'sleeping', 'run': 'running', 'die': 'dead' }, [report, tell_emotion]), State('sleeping', { 'wake up': 'waiting', 'die': 'dead' }, [report, tell_emotion]), State('running', { 'stop': 'waiting', 'die': 'dead' }, [report, tell_emotion]), State('dead', {}, [report, final_message])], "waiting") all_actions = sm.get_all_actions() try: while not sm.has_terminated(): state = sm.get_current_state() print("Available actions:", ", ".join(state.get_actions())) try: action = input("what should I do? ") sm.perform(action) except ValueError: if action in all_actions: print(f"I can't {action} when I'm {state}!") else: print(f"I don't know how to {action}!") except EOFError: print("Hey, you disappeared!") if __name__ == '__main__': main() ```