A state machine is a behavioral model that defines how an object responds to events. In Python, state machines are typically implemented as finite state machines (FSM). FSM is a mathematical calculation model that can be used to design digital logic circuits and computer programs. It consists of a set of states, transitions between states, and operations performed when transitions occur.
Finite state machine (FSM) can be represented as a directed graph, with states represented as nodes and transitions represented as edges. Edges are labeled with events that trigger transitions, and actions are associated with the edges.
When we create a state machine, the module creates a special set of properties for each state that exists in the machine. We can use instances and properties to check if the property is applicable to the state.
class StateMachine: def __init__(self): self.handlers={} self.startState=None self.endStates=[] def add_state(self,name,handler,end_state=0): name=name.upper() self.handlers[name]=handler if end_state: self.endStates.append(name) def set_start(self,name): self.startState=name.upper() def run(self,cargo): try: handler=self.handlers[self.startState] except: raise InitializationError("must call.set_start()before.run()") if not self.endStates: raise InitializationError("at least one state must be an end_state") while True: (newState,cargo)=handler(cargo) if newState.upper()in self.endStates: print("reached",newState) break else: handler=self.handlers[newState.upper()]
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