state-machine-design

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State Machine Design Skill

状态机设计Skill

When to Use This Skill

何时使用该Skill

Use this skill when:
  • State Machine Design tasks - Working on statechart and state machine modeling for lifecycle and behavior specification
  • Planning or design - Need guidance on State Machine Design approaches
  • Best practices - Want to follow established patterns and standards
在以下场景使用该Skill:
  • 状态机设计任务 - 进行用于生命周期和行为规范的状态图与状态机建模工作
  • 规划或设计阶段 - 需要State Machine设计方法的指导
  • 最佳实践 - 希望遵循既定的模式与标准

Overview

概述

Design finite state machines and statecharts for modeling entity lifecycles, workflows, and system behavior.
设计有限状态机与状态图,用于建模实体生命周期、工作流及系统行为。

MANDATORY: Documentation-First Approach

强制要求:文档优先方法

Before designing state machines:
  1. Invoke
    docs-management
    skill
    for state machine patterns
  2. Verify implementation patterns via MCP servers (context7 for XState, etc.)
  3. Base all guidance on Harel statechart semantics
在设计状态机之前:
  1. 调用
    docs-management
    Skill
    获取状态机模式
  2. 通过MCP服务器验证实现模式(如XState使用context7等)
  3. 所有指导均基于Harel状态图语义

State Machine Concepts

状态机概念

Core Elements

核心元素

ElementDescriptionExample
StateCondition the system can be in
Draft
,
Submitted
,
Paid
TransitionChange from one state to another
Draft → Submitted
EventTrigger for a transition
Submit
,
Pay
,
Cancel
GuardCondition that must be true
[hasItems]
,
[isValid]
ActionSide effect on transition
sendNotification
,
updateDatabase
Entry ActionAction when entering state
onEnter: startTimer
Exit ActionAction when leaving state
onExit: stopTimer
元素描述示例
State系统可处于的状态
Draft
,
Submitted
,
Paid
Transition状态间的转换
Draft → Submitted
Event触发状态转换的事件
Submit
,
Pay
,
Cancel
Guard转换必须满足的条件
[hasItems]
,
[isValid]
Action转换时的副作用动作
sendNotification
,
updateDatabase
Entry Action进入状态时执行的动作
onEnter: startTimer
Exit Action离开状态时执行的动作
onExit: stopTimer

State Types

状态类型

csharp
public enum StateType
{
    Initial,       // Starting state (filled circle)
    Normal,        // Regular state
    Final,         // End state (circle with border)
    Composite,     // Contains sub-states
    Parallel,      // Concurrent regions
    History,       // Remember last sub-state
    Choice         // Decision point
}
csharp
public enum StateType
{
    Initial,       // Starting state (filled circle)
    Normal,        // Regular state
    Final,         // End state (circle with border)
    Composite,     // Contains sub-states
    Parallel,      // Concurrent regions
    History,       // Remember last sub-state
    Choice         // Decision point
}

State Machine Notation

状态机表示法

PlantUML Syntax

PlantUML语法

plantuml
@startuml
title Order State Machine

[*] --> Draft : Create

state Draft {
  Draft : entry / initializeOrder
  Draft : exit / validateOrder
}

Draft --> Submitted : Submit [hasItems]
Draft --> Cancelled : Cancel

state Submitted {
  Submitted : entry / reserveInventory
}

Submitted --> Paid : ProcessPayment [paymentValid]
Submitted --> Cancelled : Cancel / releaseInventory
Submitted --> Draft : RequireChanges

state Paid {
  Paid : entry / confirmInventory
}

Paid --> Shipped : Ship
Paid --> Refunded : Refund

state Shipped {
  Shipped : entry / sendTrackingNotification
}

Shipped --> Delivered : Deliver
Shipped --> Returned : Return

Delivered --> Completed : Finalize
Delivered --> Returned : Return

Returned --> Refunded : ProcessReturn

Completed --> [*]
Refunded --> [*]
Cancelled --> [*]

@enduml
plantuml
@startuml
title Order State Machine

[*] --> Draft : Create

state Draft {
  Draft : entry / initializeOrder
  Draft : exit / validateOrder
}

Draft --> Submitted : Submit [hasItems]
Draft --> Cancelled : Cancel

state Submitted {
  Submitted : entry / reserveInventory
}

Submitted --> Paid : ProcessPayment [paymentValid]
Submitted --> Cancelled : Cancel / releaseInventory
Submitted --> Draft : RequireChanges

state Paid {
  Paid : entry / confirmInventory
}

Paid --> Shipped : Ship
Paid --> Refunded : Refund

state Shipped {
  Shipped : entry / sendTrackingNotification
}

Shipped --> Delivered : Deliver
Shipped --> Returned : Return

Delivered --> Completed : Finalize
Delivered --> Returned : Return

Returned --> Refunded : ProcessReturn

Completed --> [*]
Refunded --> [*]
Cancelled --> [*]

@enduml

Mermaid Syntax

Mermaid语法

mermaid
stateDiagram-v2
    [*] --> Draft : Create

    state Draft {
        direction LR
        [*] --> Empty
        Empty --> HasItems : AddItem
        HasItems --> HasItems : AddItem
        HasItems --> Empty : RemoveLastItem
    }

    Draft --> Submitted : Submit
    Draft --> Cancelled : Cancel

    Submitted --> Paid : PaymentReceived
    Submitted --> Cancelled : Cancel
    Submitted --> Draft : RequireChanges

    Paid --> Shipped : Ship
    Paid --> Refunded : Refund

    Shipped --> Delivered : Deliver
    Shipped --> Returned : Return

    Delivered --> Completed : Finalize
    Delivered --> Returned : Return

    Returned --> Refunded : ProcessReturn

    Completed --> [*]
    Refunded --> [*]
    Cancelled --> [*]
mermaid
stateDiagram-v2
    [*] --> Draft : Create

    state Draft {
        direction LR
        [*] --> Empty
        Empty --> HasItems : AddItem
        HasItems --> HasItems : AddItem
        HasItems --> Empty : RemoveLastItem
    }

    Draft --> Submitted : Submit
    Draft --> Cancelled : Cancel

    Submitted --> Paid : PaymentReceived
    Submitted --> Cancelled : Cancel
    Submitted --> Draft : RequireChanges

    Paid --> Shipped : Ship
    Paid --> Refunded : Refund

    Shipped --> Delivered : Deliver
    Shipped --> Returned : Return

    Delivered --> Completed : Finalize
    Delivered --> Returned : Return

    Returned --> Refunded : ProcessReturn

    Completed --> [*]
    Refunded --> [*]
    Cancelled --> [*]

C# Implementation Patterns

C#实现模式

Simple State Machine

简单状态机

csharp
public sealed class Order : Entity
{
    public OrderStatus Status { get; private set; }

    private static readonly Dictionary<(OrderStatus From, OrderEvent Event), OrderStatus> _transitions =
        new()
        {
            { (OrderStatus.Draft, OrderEvent.Submit), OrderStatus.Submitted },
            { (OrderStatus.Draft, OrderEvent.Cancel), OrderStatus.Cancelled },
            { (OrderStatus.Submitted, OrderEvent.Pay), OrderStatus.Paid },
            { (OrderStatus.Submitted, OrderEvent.Cancel), OrderStatus.Cancelled },
            { (OrderStatus.Submitted, OrderEvent.RequireChanges), OrderStatus.Draft },
            { (OrderStatus.Paid, OrderEvent.Ship), OrderStatus.Shipped },
            { (OrderStatus.Paid, OrderEvent.Refund), OrderStatus.Refunded },
            { (OrderStatus.Shipped, OrderEvent.Deliver), OrderStatus.Delivered },
            { (OrderStatus.Shipped, OrderEvent.Return), OrderStatus.Returned },
            { (OrderStatus.Delivered, OrderEvent.Finalize), OrderStatus.Completed },
            { (OrderStatus.Delivered, OrderEvent.Return), OrderStatus.Returned },
            { (OrderStatus.Returned, OrderEvent.ProcessReturn), OrderStatus.Refunded },
        };

    public Result Transition(OrderEvent @event)
    {
        if (!_transitions.TryGetValue((Status, @event), out var newStatus))
        {
            return Result.Failure($"Cannot {@event} order in {Status} status");
        }

        var oldStatus = Status;
        Status = newStatus;

        AddDomainEvent(new OrderStatusChangedEvent(Id, oldStatus, newStatus, @event));

        return Result.Success();
    }
}

public enum OrderStatus
{
    Draft, Submitted, Paid, Shipped, Delivered, Completed, Cancelled, Returned, Refunded
}

public enum OrderEvent
{
    Submit, Cancel, Pay, RequireChanges, Ship, Refund, Deliver, Return, Finalize, ProcessReturn
}
csharp
public sealed class Order : Entity
{
    public OrderStatus Status { get; private set; }

    private static readonly Dictionary<(OrderStatus From, OrderEvent Event), OrderStatus> _transitions =
        new()
        {
            { (OrderStatus.Draft, OrderEvent.Submit), OrderStatus.Submitted },
            { (OrderStatus.Draft, OrderEvent.Cancel), OrderStatus.Cancelled },
            { (OrderStatus.Submitted, OrderEvent.Pay), OrderStatus.Paid },
            { (OrderStatus.Submitted, OrderEvent.Cancel), OrderStatus.Cancelled },
            { (OrderStatus.Submitted, OrderEvent.RequireChanges), OrderStatus.Draft },
            { (OrderStatus.Paid, OrderEvent.Ship), OrderStatus.Shipped },
            { (OrderStatus.Paid, OrderEvent.Refund), OrderStatus.Refunded },
            { (OrderStatus.Shipped, OrderEvent.Deliver), OrderStatus.Delivered },
            { (OrderStatus.Shipped, OrderEvent.Return), OrderStatus.Returned },
            { (OrderStatus.Delivered, OrderEvent.Finalize), OrderStatus.Completed },
            { (OrderStatus.Delivered, OrderEvent.Return), OrderStatus.Returned },
            { (OrderStatus.Returned, OrderEvent.ProcessReturn), OrderStatus.Refunded },
        };

    public Result Transition(OrderEvent @event)
    {
        if (!_transitions.TryGetValue((Status, @event), out var newStatus))
        {
            return Result.Failure($"Cannot {@event} order in {Status} status");
        }

        var oldStatus = Status;
        Status = newStatus;

        AddDomainEvent(new OrderStatusChangedEvent(Id, oldStatus, newStatus, @event));

        return Result.Success();
    }
}

public enum OrderStatus
{
    Draft, Submitted, Paid, Shipped, Delivered, Completed, Cancelled, Returned, Refunded
}

public enum OrderEvent
{
    Submit, Cancel, Pay, RequireChanges, Ship, Refund, Deliver, Return, Finalize, ProcessReturn
}

State Pattern Implementation

状态模式实现

csharp
public abstract class OrderState
{
    public abstract OrderStatus Status { get; }

    public virtual Result Submit(Order order) =>
        Result.Failure($"Cannot submit order in {Status} state");

    public virtual Result Cancel(Order order) =>
        Result.Failure($"Cannot cancel order in {Status} state");

    public virtual Result Pay(Order order) =>
        Result.Failure($"Cannot pay order in {Status} state");

    public virtual Result Ship(Order order) =>
        Result.Failure($"Cannot ship order in {Status} state");

    protected void TransitionTo(Order order, OrderState newState)
    {
        order.SetState(newState);
    }
}

public sealed class DraftState : OrderState
{
    public override OrderStatus Status => OrderStatus.Draft;

    public override Result Submit(Order order)
    {
        if (!order.HasItems)
            return Result.Failure("Order must have items to submit");

        TransitionTo(order, new SubmittedState());
        order.ReserveInventory();
        return Result.Success();
    }

    public override Result Cancel(Order order)
    {
        TransitionTo(order, new CancelledState());
        return Result.Success();
    }
}

public sealed class SubmittedState : OrderState
{
    public override OrderStatus Status => OrderStatus.Submitted;

    public override Result Pay(Order order)
    {
        TransitionTo(order, new PaidState());
        order.ConfirmInventory();
        return Result.Success();
    }

    public override Result Cancel(Order order)
    {
        order.ReleaseInventory();
        TransitionTo(order, new CancelledState());
        return Result.Success();
    }
}
csharp
public abstract class OrderState
{
    public abstract OrderStatus Status { get; }

    public virtual Result Submit(Order order) =>
        Result.Failure($"Cannot submit order in {Status} state");

    public virtual Result Cancel(Order order) =>
        Result.Failure($"Cannot cancel order in {Status} state");

    public virtual Result Pay(Order order) =>
        Result.Failure($"Cannot pay order in {Status} state");

    public virtual Result Ship(Order order) =>
        Result.Failure($"Cannot ship order in {Status} state");

    protected void TransitionTo(Order order, OrderState newState)
    {
        order.SetState(newState);
    }
}

public sealed class DraftState : OrderState
{
    public override OrderStatus Status => OrderStatus.Draft;

    public override Result Submit(Order order)
    {
        if (!order.HasItems)
            return Result.Failure("Order must have items to submit");

        TransitionTo(order, new SubmittedState());
        order.ReserveInventory();
        return Result.Success();
    }

    public override Result Cancel(Order order)
    {
        TransitionTo(order, new CancelledState());
        return Result.Success();
    }
}

public sealed class SubmittedState : OrderState
{
    public override OrderStatus Status => OrderStatus.Submitted;

    public override Result Pay(Order order)
    {
        TransitionTo(order, new PaidState());
        order.ConfirmInventory();
        return Result.Success();
    }

    public override Result Cancel(Order order)
    {
        order.ReleaseInventory();
        TransitionTo(order, new CancelledState());
        return Result.Success();
    }
}

Stateless Library Pattern

Stateless库模式

csharp
using Stateless;

public sealed class OrderStateMachine
{
    private readonly StateMachine<OrderStatus, OrderEvent> _machine;
    private readonly Order _order;

    public OrderStateMachine(Order order)
    {
        _order = order;
        _machine = new StateMachine<OrderStatus, OrderEvent>(
            () => order.Status,
            status => order.SetStatus(status));

        ConfigureTransitions();
    }

    private void ConfigureTransitions()
    {
        _machine.Configure(OrderStatus.Draft)
            .Permit(OrderEvent.Submit, OrderStatus.Submitted)
            .Permit(OrderEvent.Cancel, OrderStatus.Cancelled)
            .OnEntry(() => _order.InitializeOrder());

        _machine.Configure(OrderStatus.Submitted)
            .PermitIf(OrderEvent.Pay, OrderStatus.Paid,
                () => _order.PaymentIsValid)
            .Permit(OrderEvent.Cancel, OrderStatus.Cancelled)
            .Permit(OrderEvent.RequireChanges, OrderStatus.Draft)
            .OnEntry(() => _order.ReserveInventory())
            .OnExit(() => { /* cleanup if needed */ });

        _machine.Configure(OrderStatus.Paid)
            .Permit(OrderEvent.Ship, OrderStatus.Shipped)
            .Permit(OrderEvent.Refund, OrderStatus.Refunded)
            .OnEntry(() => _order.ConfirmInventory());

        _machine.Configure(OrderStatus.Shipped)
            .Permit(OrderEvent.Deliver, OrderStatus.Delivered)
            .Permit(OrderEvent.Return, OrderStatus.Returned)
            .OnEntry(() => _order.SendTrackingNotification());

        _machine.Configure(OrderStatus.Delivered)
            .Permit(OrderEvent.Finalize, OrderStatus.Completed)
            .Permit(OrderEvent.Return, OrderStatus.Returned);

        _machine.Configure(OrderStatus.Returned)
            .Permit(OrderEvent.ProcessReturn, OrderStatus.Refunded);

        // Terminal states
        _machine.Configure(OrderStatus.Completed);
        _machine.Configure(OrderStatus.Cancelled);
        _machine.Configure(OrderStatus.Refunded);
    }

    public bool CanFire(OrderEvent trigger) => _machine.CanFire(trigger);

    public void Fire(OrderEvent trigger) => _machine.Fire(trigger);

    public IEnumerable<OrderEvent> GetPermittedTriggers() =>
        _machine.GetPermittedTriggers();
}
csharp
using Stateless;

public sealed class OrderStateMachine
{
    private readonly StateMachine<OrderStatus, OrderEvent> _machine;
    private readonly Order _order;

    public OrderStateMachine(Order order)
    {
        _order = order;
        _machine = new StateMachine<OrderStatus, OrderEvent>(
            () => order.Status,
            status => order.SetStatus(status));

        ConfigureTransitions();
    }

    private void ConfigureTransitions()
    {
        _machine.Configure(OrderStatus.Draft)
            .Permit(OrderEvent.Submit, OrderStatus.Submitted)
            .Permit(OrderEvent.Cancel, OrderStatus.Cancelled)
            .OnEntry(() => _order.InitializeOrder());

        _machine.Configure(OrderStatus.Submitted)
            .PermitIf(OrderEvent.Pay, OrderStatus.Paid,
                () => _order.PaymentIsValid)
            .Permit(OrderEvent.Cancel, OrderStatus.Cancelled)
            .Permit(OrderEvent.RequireChanges, OrderStatus.Draft)
            .OnEntry(() => _order.ReserveInventory())
            .OnExit(() => { /* cleanup if needed */ });

        _machine.Configure(OrderStatus.Paid)
            .Permit(OrderEvent.Ship, OrderStatus.Shipped)
            .Permit(OrderEvent.Refund, OrderStatus.Refunded)
            .OnEntry(() => _order.ConfirmInventory());

        _machine.Configure(OrderStatus.Shipped)
            .Permit(OrderEvent.Deliver, OrderStatus.Delivered)
            .Permit(OrderEvent.Return, OrderStatus.Returned)
            .OnEntry(() => _order.SendTrackingNotification());

        _machine.Configure(OrderStatus.Delivered)
            .Permit(OrderEvent.Finalize, OrderStatus.Completed)
            .Permit(OrderEvent.Return, OrderStatus.Returned);

        _machine.Configure(OrderStatus.Returned)
            .Permit(OrderEvent.ProcessReturn, OrderStatus.Refunded);

        // Terminal states
        _machine.Configure(OrderStatus.Completed);
        _machine.Configure(OrderStatus.Cancelled);
        _machine.Configure(OrderStatus.Refunded);
    }

    public bool CanFire(OrderEvent trigger) => _machine.CanFire(trigger);

    public void Fire(OrderEvent trigger) => _machine.Fire(trigger);

    public IEnumerable<OrderEvent> GetPermittedTriggers() =>
        _machine.GetPermittedTriggers();
}

XState Pattern (TypeScript)

XState模式(TypeScript)

typescript
import { createMachine, assign } from 'xstate';

interface OrderContext {
  items: LineItem[];
  customerId: string;
  paymentId?: string;
  trackingNumber?: string;
}

type OrderEvent =
  | { type: 'ADD_ITEM'; item: LineItem }
  | { type: 'REMOVE_ITEM'; itemId: string }
  | { type: 'SUBMIT' }
  | { type: 'PAY'; paymentId: string }
  | { type: 'CANCEL' }
  | { type: 'SHIP'; trackingNumber: string }
  | { type: 'DELIVER' }
  | { type: 'RETURN' }
  | { type: 'REFUND' };

const orderMachine = createMachine({
  id: 'order',
  initial: 'draft',
  context: {
    items: [],
    customerId: '',
  } as OrderContext,

  states: {
    draft: {
      entry: 'initializeOrder',
      on: {
        ADD_ITEM: {
          actions: assign({
            items: ({ context, event }) => [...context.items, event.item],
          }),
        },
        REMOVE_ITEM: {
          actions: assign({
            items: ({ context, event }) =>
              context.items.filter(i => i.id !== event.itemId),
          }),
        },
        SUBMIT: {
          target: 'submitted',
          guard: 'hasItems',
        },
        CANCEL: 'cancelled',
      },
    },

    submitted: {
      entry: 'reserveInventory',
      exit: 'onSubmittedExit',
      on: {
        PAY: {
          target: 'paid',
          guard: 'paymentValid',
          actions: assign({
            paymentId: ({ event }) => event.paymentId,
          }),
        },
        CANCEL: {
          target: 'cancelled',
          actions: 'releaseInventory',
        },
      },
    },

    paid: {
      entry: 'confirmInventory',
      on: {
        SHIP: {
          target: 'shipped',
          actions: assign({
            trackingNumber: ({ event }) => event.trackingNumber,
          }),
        },
        REFUND: 'refunded',
      },
    },

    shipped: {
      entry: 'sendTrackingNotification',
      on: {
        DELIVER: 'delivered',
        RETURN: 'returned',
      },
    },

    delivered: {
      on: {
        RETURN: 'returned',
      },
      after: {
        // Auto-complete after 14 days
        '14d': 'completed',
      },
    },

    returned: {
      on: {
        REFUND: 'refunded',
      },
    },

    completed: { type: 'final' },
    cancelled: { type: 'final' },
    refunded: { type: 'final' },
  },
}, {
  guards: {
    hasItems: ({ context }) => context.items.length > 0,
    paymentValid: ({ event }) => event.type === 'PAY' && !!event.paymentId,
  },
  actions: {
    initializeOrder: () => console.log('Order initialized'),
    reserveInventory: ({ context }) =>
      console.log(`Reserving ${context.items.length} items`),
    confirmInventory: () => console.log('Inventory confirmed'),
    releaseInventory: () => console.log('Inventory released'),
    sendTrackingNotification: ({ context }) =>
      console.log(`Tracking: ${context.trackingNumber}`),
  },
});
typescript
import { createMachine, assign } from 'xstate';

interface OrderContext {
  items: LineItem[];
  customerId: string;
  paymentId?: string;
  trackingNumber?: string;
}

type OrderEvent =
  | { type: 'ADD_ITEM'; item: LineItem }
  | { type: 'REMOVE_ITEM'; itemId: string }
  | { type: 'SUBMIT' }
  | { type: 'PAY'; paymentId: string }
  | { type: 'CANCEL' }
  | { type: 'SHIP'; trackingNumber: string }
  | { type: 'DELIVER' }
  | { type: 'RETURN' }
  | { type: 'REFUND' };

const orderMachine = createMachine({
  id: 'order',
  initial: 'draft',
  context: {
    items: [],
    customerId: '',
  } as OrderContext,

  states: {
    draft: {
      entry: 'initializeOrder',
      on: {
        ADD_ITEM: {
          actions: assign({
            items: ({ context, event }) => [...context.items, event.item],
          }),
        },
        REMOVE_ITEM: {
          actions: assign({
            items: ({ context, event }) =>
              context.items.filter(i => i.id !== event.itemId),
          }),
        },
        SUBMIT: {
          target: 'submitted',
          guard: 'hasItems',
        },
        CANCEL: 'cancelled',
      },
    },

    submitted: {
      entry: 'reserveInventory',
      exit: 'onSubmittedExit',
      on: {
        PAY: {
          target: 'paid',
          guard: 'paymentValid',
          actions: assign({
            paymentId: ({ event }) => event.paymentId,
          }),
        },
        CANCEL: {
          target: 'cancelled',
          actions: 'releaseInventory',
        },
      },
    },

    paid: {
      entry: 'confirmInventory',
      on: {
        SHIP: {
          target: 'shipped',
          actions: assign({
            trackingNumber: ({ event }) => event.trackingNumber,
          }),
        },
        REFUND: 'refunded',
      },
    },

    shipped: {
      entry: 'sendTrackingNotification',
      on: {
        DELIVER: 'delivered',
        RETURN: 'returned',
      },
    },

    delivered: {
      on: {
        RETURN: 'returned',
      },
      after: {
        // Auto-complete after 14 days
        '14d': 'completed',
      },
    },

    returned: {
      on: {
        REFUND: 'refunded',
      },
    },

    completed: { type: 'final' },
    cancelled: { type: 'final' },
    refunded: { type: 'final' },
  },
}, {
  guards: {
    hasItems: ({ context }) => context.items.length > 0,
    paymentValid: ({ event }) => event.type === 'PAY' && !!event.paymentId,
  },
  actions: {
    initializeOrder: () => console.log('Order initialized'),
    reserveInventory: ({ context }) =>
      console.log(`Reserving ${context.items.length} items`),
    confirmInventory: () => console.log('Inventory confirmed'),
    releaseInventory: () => console.log('Inventory released'),
    sendTrackingNotification: ({ context }) =>
      console.log(`Tracking: ${context.trackingNumber}`),
  },
});

Design Best Practices

设计最佳实践

State Design Guidelines

状态设计指南

  1. Name states as conditions:
    Submitted
    not
    Submit
  2. Name events as commands:
    Submit
    not
    Submitted
  3. Use guards for conditional transitions
  4. Keep states atomic: One responsibility per state
  5. Document entry/exit actions
  6. Consider terminal states (final states)
  1. 将状态命名为条件:使用
    Submitted
    (已提交)而非
    Submit
    (提交)
  2. 将事件命名为命令:使用
    Submit
    (提交)而非
    Submitted
    (已提交)
  3. 使用守卫条件实现条件转换
  4. 保持状态原子性:每个状态仅承担单一职责
  5. 记录进入/退出动作
  6. 考虑终止状态(最终状态)

Common Patterns

常见模式

PatternUse Case
LinearSimple sequential flow
ChoiceConditional branching
ParallelConcurrent activities
HierarchicalComplex nested states
HistoryResume from last state
模式适用场景
Linear(线性)简单的顺序流程
Choice(选择)条件分支场景
Parallel(并行)并发活动场景
Hierarchical(分层)复杂嵌套状态场景
History(历史)需要从上次状态恢复的场景

Workflow

工作流程

When designing state machines:
  1. Identify entity: What has the lifecycle?
  2. List states: What conditions can it be in?
  3. Define events: What triggers state changes?
  4. Map transitions: State + Event → New State
  5. Add guards: What conditions must be true?
  6. Define actions: What happens on transitions?
  7. Draw diagram: Visualize for review
  8. Implement: Choose appropriate pattern
设计状态机时遵循以下流程:
  1. 确定实体:哪个对象具有生命周期?
  2. 列出状态:该实体可处于哪些状态?
  3. 定义事件:哪些事件会触发状态变更?
  4. 映射转换关系:状态 + 事件 → 新状态
  5. 添加守卫条件:转换必须满足哪些条件?
  6. 定义动作:转换时会执行哪些操作?
  7. 绘制示意图:可视化以便评审
  8. 实现:选择合适的实现模式

References

参考资料

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Last Updated: 2025-12-26
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最后更新时间: 2025-12-26