Transitions and events¶
A state machine is typically composed of a set of State, Transition, Event, and Actions. A state is a representation of the system’s current condition or behavior. A transition represents the change in the system’s state in response to an event or condition. An event is a trigger that causes the system to transition from one state to another, and action is any side-effect, which is the way a StateMachine can cause things to happen in the outside world.
Consider this traffic light machine as an example:

There’re three transitions, one starting from green to yellow, another from
yellow to red, and another from red back to green. All these transitions
are triggered by the same Event called cycle.
This state machine could be expressed in python-statemachine as:
1from statemachine import State
2from statemachine import StateMachine
3
4
5class TrafficLightMachine(StateMachine):
6 "A traffic light machine"
7
8 green = State(initial=True)
9 yellow = State()
10 red = State()
11
12 cycle = green.to(yellow) | yellow.to(red) | red.to(green)
13
14 def before_cycle(self, event: str, source: State, target: State):
15 print(f"Running {event} from {source.id} to {target.id}")
16
17
In line 12, you can say that this code defines three transitions:
green.to(yellow)yellow.to(red)red.to(green)
And these transitions are assigned to the Event cycle defined at the class level.
Note
In fact, before the full class body is evaluated, the assigments of transitions are instances of statemachine.transition_list.TransitionList. When the state machine is evaluated by our custom metaclass, these names will be transformed into a method that triggers an Event.
Transitions¶
In an executing state machine, a Transition is a transfer from one state to another. In a StateMachine, a Transition tells us what happens when an Event occurs.
A transition can define Actions that will be executed whenever that transition is executed.
Transitions can have Conditions allowing you to specify when a transition may be executed.
An action associated with an event (before, on, after), will be assigned to all transitions bounded that uses the event as trigger.
Hint
Usually you don’t need to import and use a Transition class directly in your code, one of the most powerful features of this library is how transitions and events can be expressed linking directly from/to State instances.
Self transition¶
A transition that goes from a state to itself.
Syntax:
>>> draft = State("Draft")
>>> draft.to.itself()
TransitionList([Transition(State('Draft', ...
Internal transition¶
It’s like a Self transition.
But in contrast to a self-transition, no entry or exit actions are ever executed as a result of an internal transition.
Syntax:
>>> draft = State("Draft")
>>> draft.to.itself(internal=True)
TransitionList([Transition(State('Draft', ...
Example:
>>> class TestStateMachine(StateMachine):
... initial = State(initial=True)
...
... external_loop = initial.to.itself(on="do_something")
... internal_loop = initial.to.itself(internal=True, on="do_something")
...
... def __init__(self):
... self.calls = []
... super().__init__()
...
... def do_something(self):
... self.calls.append("do_something")
...
... def on_exit_initial(self):
... self.calls.append("on_exit_initial")
...
... def on_enter_initial(self):
... self.calls.append("on_enter_initial")
Usage:
>>> sm = TestStateMachine()
>>> sm._graph().write_png("docs/images/test_state_machine_internal.png")
>>> sm.calls.clear()
>>> sm.external_loop()
>>> sm.calls
['on_exit_initial', 'do_something', 'on_enter_initial']
>>> sm.calls.clear()
>>> sm.internal_loop()
>>> sm.calls
['do_something']

Note
The internal transition is represented the same way as an entry/exit action, where the event name is used to describe the transition.
Event¶
An event is an external signal that something has happened. They are send to a state machine and allow the state machine to react.
An event starts a Transition, which can be thought of as a “cause” that initiates a change in the state of the system.
In python-statemachine, an event is specified as an attribute of the state machine class declaration or directly on the Event parameter on a Transition.
Triggering events¶
Triggering an event on a state machine means invoking or sending a signal, initiating the process that may result in executing a transition.
This process usually involves
checking the current state
evaluating any guard conditions associated with the transition
executing any actions associated with the transition and (current and target) states
finally updating the current state.
See also
See Actions and Conditions and Validators.
You can invoke the event in an imperative syntax:
>>> machine = TrafficLightMachine()
>>> machine.cycle()
Running cycle from green to yellow
>>> machine.current_state.id
'yellow'
Or in an event-oriented style, events are send:
>>> machine.send("cycle")
Running cycle from yellow to red
>>> machine.current_state.id
'red'
You can also pass positional and keyword arguments, that will be propagated
to the actions and guards. In this example, the :code:TrafficLightMachine implements
an action that echoes back the parameters informed.
1
2import time
3from threading import Event as ThreadingEvent
4from threading import Thread
5
6from statemachine import State
7from statemachine import StateMachine
8
9
10class TrafficLightMachine(StateMachine):
This action is executed before the transition associated with cycle event is activated.
You can raise an exception at this point to stop a transition from completing.
>>> machine.current_state.id
'red'
>>> machine.cycle()
Running cycle from red to green
>>> machine.current_state.id
'green'