Finite State Machine
--------------------
A machine is a device which accepts some inputs, possibly produces some output,
and has some memory sorting information on the overall results of all previous
inputs.
The condition of the machine at a particular instance is called a state of the
machine. New input changes the state, may be to another state, and may be to
the same state. The effect of a new input depends on the present state the
machine is in.
If the total number of possible states is finite, the machine is called finite
state machine, eg. a computer.
More information about State Machines can be found here: http://en.wikipedia.org/wiki/Finite-state_machine
Event Execution Summary
-----------------------
1. Check the event's guard condition. Stop here if FALSE.
2. Event::before_transition
3. CurrentState::on_exit
4. Update state in machine
5. NewState::on_enter
6. Event::after_transition
Structure of a State Machine
----------------------------
A StateMachine is made up of States and Events.
States are the status of the item at a certain point in time.
Events describe how the machine can move between states.
State Flow Node
-----------------------
State Flow Node is the base implementation of State Machine class. It provides a base workflow as a base plugin for nodes.
Custom plugins should use State Flow Node as a model when:
Adding new states
Adding new events
Integration
-----------------------
State Flow Node provides the following optional integration with other modules:
Rules: Hook a condition into a event transition
Views: Exposes defined states, revision information, and timestamps
Workbench Moderation 2.x Integration
-----------------------
State Flow Entity was instituted to allow workflows for any type of entity. State Flow Node uses State Flow Entity for nodes. State Flow Entity was designed to
provide a base for Workbench Moderation 2.x
View source
- Finite State Machine
- --------------------
- A machine is a device which accepts some inputs, possibly produces some output,
- and has some memory sorting information on the overall results of all previous
- inputs.
-
- The condition of the machine at a particular instance is called a state of the
- machine. New input changes the state, may be to another state, and may be to
- the same state. The effect of a new input depends on the present state the
- machine is in.
-
- If the total number of possible states is finite, the machine is called finite
- state machine, eg. a computer.
-
- More information about State Machines can be found here: http://en.wikipedia.org/wiki/Finite-state_machine
-
- Event Execution Summary
- -----------------------
- 1. Check the event's guard condition. Stop here if FALSE.
- 2. Event::before_transition
- 3. CurrentState::on_exit
- 4. Update state in machine
- 5. NewState::on_enter
- 6. Event::after_transition
-
-
- Structure of a State Machine
- ----------------------------
- A StateMachine is made up of States and Events.
- States are the status of the item at a certain point in time.
- Events describe how the machine can move between states.
-
-
- State Flow Node
- -----------------------
- State Flow Node is the base implementation of State Machine class. It provides a base workflow as a base plugin for nodes.
-
- Custom plugins should use State Flow Node as a model when:
-
- Adding new states
- Adding new events
-
-
- Integration
- -----------------------
- State Flow Node provides the following optional integration with other modules:
-
- Rules: Hook a condition into a event transition
- Views: Exposes defined states, revision information, and timestamps
-
-
- Workbench Moderation 2.x Integration
- -----------------------
- State Flow Entity was instituted to allow workflows for any type of entity. State Flow Node uses State Flow Entity for nodes. State Flow Entity was designed to
- provide a base for Workbench Moderation 2.x