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state.js Logo

Executable state machine for Node and Web development.

NPM VersionNPM DownloadsTravis CICode ClimateTest CoverageDev Dependencies

If you like state.js, please star it.

Update: state.js is now available via Bower

Getting started

The state.js API is split into:

  1. Classes that represent a state machine model (State, PseudoState, Transition, etc.)
  2. An interface and implementation of active state configuration (current state); this allows multiple concurrent instances of a single state machine model
  3. A set of functions that provide the state machine runtime

The API is bound to a global object of your choosing.

state.js is developed in TypeScript and transpiled to JavaScript; you can use it in either language.

Node

1. Install state.js in your project:

$ npm install state.js

2. Import state.js and build your state machine:

varstate=require("state.js");// send log messages, warnings and errors to the consolestate.setConsole(console);// create the state machine model elementsvarmodel=newstate.StateMachine("model");varinitial=newstate.PseudoState("initial",model,state.PseudoStateKind.Initial);varstateA=newstate.State("stateA",model);varstateB=newstate.State("stateB",model);// create the state machine model transitionsinitial.to(stateA);stateA.to(stateB).when(function(message){returnmessage==="move";});// create a state machine instancevarinstance=newstate.StateMachineInstance("instance");// initialise the model and instancestate.initialise(model,instance);// send the machine instance a message for evaluation, this will trigger the transition from stateA to stateBstate.evaluate(model,instance,"move");

Web

1. Add state.js to your project:

$ bower install --save state

Alternatively, download direct from lib/web/state.js or lib/web/state.min.js.

2. Include state.js as a script in your page:

<scripttype="text/javascript" src="/bower_components/state/lib/web/state.min.js" target="state"></script>

Note: the target attribute within the script element defines the name of the global object that the state.js API will be bound to. If not specified, state.js will be bound to window.fsm.

3. Create your state machine in another script:

<script>// send log messages, warnings and errors to the consolestate.setConsole(console);// create the state machine model elementsvarmodel=newstate.StateMachine("model");varinitial=newstate.PseudoState("initial",model,state.PseudoStateKind.Initial);varstateA=newstate.State("stateA",model);varstateB=newstate.State("stateB",model);// create the state machine model transitionsinitial.to(stateA);stateA.to(stateB).when(function(message){returnmessage==="move";});// create a state machine instancevarinstance=newstate.StateMachineInstance("test");// initialise the model and instancestate.initialise(model,instance);// send the machine instance a message for evaluation, this will trigger the transition from stateA to stateBstate.evaluate(model,instance,"move");</script>

Versioning

The versions are in the form {major}.{minor}.{build}

  • Major changes introduce significant new behavior and will update the public API.
  • Minor changes introduce features, bug fixes, etc, but note that they also may break the public API.
  • Build changes can introduce features, though usually are fixes and performance enhancements; these will never break the public API.

Documentation

Documentation for the public API can be found here.

Licence

state.js is dual-licenecd under the MIT and GPL v3 licences.

About

Hierarchical finite state machine for node and web browsers

Resources

Stars

0 stars

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0 watching

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, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Add copy buttons to all
 blocks\n(function() {\n function addCopyButtons() {\n document.querySelectorAll('pre code').forEach(function(codeBlock) {\n if (codeBlock.parentElement.hasAttribute('data-copy-added')) return;\n codeBlock.parentElement.setAttribute('data-copy-added', 'true');\n \n var btn = document.createElement('button');\n btn.textContent = 'Copy';\n btn.style.cssText = 'position:absolute;top:4px;right:4px;padding:2px 8px;font-size:11px;background:#4ecdc4;border:none;border-radius:4px;color:#1a1a2e;cursor:pointer;opacity:0.7;transition:opacity 0.2s;';\n btn.onmouseover = function() { this.style.opacity = '1'; };\n btn.onmouseout = function() { this.style.opacity = '0.7'; };\n btn.onclick = function() {\n navigator.clipboard.writeText(codeBlock.textContent).then(function() {\n btn.textContent = 'Copied!';\n setTimeout(function() { btn.textContent = 'Copy'; }, 1500);\n });\n };\n codeBlock.parentElement.style.position = 'relative';\n codeBlock.parentElement.appendChild(btn);\n });\n }\n \n addCopyButtons();\n \n // Re-run on dynamic content\n var observer = new MutationObserver(addCopyButtons);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Add Copy Buttons to Code Blocks");
}
} catch(__e) { console.warn('[Userscript:Add Copy Buttons to Code Blocks]', __e); }
})();
(function(){
try {
var __m = "github.com";
var __re = new RegExp('^' + "github\\.com" + '
Skip to content

Repository files navigation

state.js Logo

Executable state machine for Node and Web development.

NPM VersionNPM DownloadsTravis CICode ClimateTest CoverageDev Dependencies

If you like state.js, please star it.

Update: state.js is now available via Bower

Getting started

The state.js API is split into:

  1. Classes that represent a state machine model (State, PseudoState, Transition, etc.)
  2. An interface and implementation of active state configuration (current state); this allows multiple concurrent instances of a single state machine model
  3. A set of functions that provide the state machine runtime

The API is bound to a global object of your choosing.

state.js is developed in TypeScript and transpiled to JavaScript; you can use it in either language.

Node

1. Install state.js in your project:

$ npm install state.js

2. Import state.js and build your state machine:

varstate=require("state.js");// send log messages, warnings and errors to the consolestate.setConsole(console);// create the state machine model elementsvarmodel=newstate.StateMachine("model");varinitial=newstate.PseudoState("initial",model,state.PseudoStateKind.Initial);varstateA=newstate.State("stateA",model);varstateB=newstate.State("stateB",model);// create the state machine model transitionsinitial.to(stateA);stateA.to(stateB).when(function(message){returnmessage==="move";});// create a state machine instancevarinstance=newstate.StateMachineInstance("instance");// initialise the model and instancestate.initialise(model,instance);// send the machine instance a message for evaluation, this will trigger the transition from stateA to stateBstate.evaluate(model,instance,"move");

Web

1. Add state.js to your project:

$ bower install --save state

Alternatively, download direct from lib/web/state.js or lib/web/state.min.js.

2. Include state.js as a script in your page:

<scripttype="text/javascript" src="/bower_components/state/lib/web/state.min.js" target="state"></script>

Note: the target attribute within the script element defines the name of the global object that the state.js API will be bound to. If not specified, state.js will be bound to window.fsm.

3. Create your state machine in another script:

<script>// send log messages, warnings and errors to the consolestate.setConsole(console);// create the state machine model elementsvarmodel=newstate.StateMachine("model");varinitial=newstate.PseudoState("initial",model,state.PseudoStateKind.Initial);varstateA=newstate.State("stateA",model);varstateB=newstate.State("stateB",model);// create the state machine model transitionsinitial.to(stateA);stateA.to(stateB).when(function(message){returnmessage==="move";});// create a state machine instancevarinstance=newstate.StateMachineInstance("test");// initialise the model and instancestate.initialise(model,instance);// send the machine instance a message for evaluation, this will trigger the transition from stateA to stateBstate.evaluate(model,instance,"move");</script>

Versioning

The versions are in the form {major}.{minor}.{build}

  • Major changes introduce significant new behavior and will update the public API.
  • Minor changes introduce features, bug fixes, etc, but note that they also may break the public API.
  • Build changes can introduce features, though usually are fixes and performance enhancements; these will never break the public API.

Documentation

Documentation for the public API can be found here.

Licence

state.js is dual-licenecd under the MIT and GPL v3 licences.

About

Hierarchical finite state machine for node and web browsers

Resources

Stars

0 stars

Watchers

0 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Force GitHub README to respect dark mode\n(function() {\n var style = document.createElement('style');\n style.textContent = '\n .markdown-body {\n color-scheme: dark light;\n }\n .markdown-body pre { background: #161b22 !important; }\n .markdown-body code { background: rgba(110, 118, 129, 0.4) !important; }\n .markdown-body table th, .markdown-body table td { border-color: #30363d !important; }\n .markdown-body img { background: #0d1117; }\n .markdown-body blockquote { border-left-color: #8b949e; }\n .markdown-body hr { border-color: #30363d; }\n ';\n document.head.appendChild(style);\n})();", "GitHub Dark Mode README Fix"); } } catch(__e) { console.warn('[Userscript:GitHub Dark Mode README Fix]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

Repository files navigation

state.js Logo

Executable state machine for Node and Web development.

NPM VersionNPM DownloadsTravis CICode ClimateTest CoverageDev Dependencies

If you like state.js, please star it.

Update: state.js is now available via Bower

Getting started

The state.js API is split into:

  1. Classes that represent a state machine model (State, PseudoState, Transition, etc.)
  2. An interface and implementation of active state configuration (current state); this allows multiple concurrent instances of a single state machine model
  3. A set of functions that provide the state machine runtime

The API is bound to a global object of your choosing.

state.js is developed in TypeScript and transpiled to JavaScript; you can use it in either language.

Node

1. Install state.js in your project:

$ npm install state.js

2. Import state.js and build your state machine:

varstate=require("state.js");// send log messages, warnings and errors to the consolestate.setConsole(console);// create the state machine model elementsvarmodel=newstate.StateMachine("model");varinitial=newstate.PseudoState("initial",model,state.PseudoStateKind.Initial);varstateA=newstate.State("stateA",model);varstateB=newstate.State("stateB",model);// create the state machine model transitionsinitial.to(stateA);stateA.to(stateB).when(function(message){returnmessage==="move";});// create a state machine instancevarinstance=newstate.StateMachineInstance("instance");// initialise the model and instancestate.initialise(model,instance);// send the machine instance a message for evaluation, this will trigger the transition from stateA to stateBstate.evaluate(model,instance,"move");

Web

1. Add state.js to your project:

$ bower install --save state

Alternatively, download direct from lib/web/state.js or lib/web/state.min.js.

2. Include state.js as a script in your page:

<scripttype="text/javascript" src="/bower_components/state/lib/web/state.min.js" target="state"></script>

Note: the target attribute within the script element defines the name of the global object that the state.js API will be bound to. If not specified, state.js will be bound to window.fsm.

3. Create your state machine in another script:

<script>// send log messages, warnings and errors to the consolestate.setConsole(console);// create the state machine model elementsvarmodel=newstate.StateMachine("model");varinitial=newstate.PseudoState("initial",model,state.PseudoStateKind.Initial);varstateA=newstate.State("stateA",model);varstateB=newstate.State("stateB",model);// create the state machine model transitionsinitial.to(stateA);stateA.to(stateB).when(function(message){returnmessage==="move";});// create a state machine instancevarinstance=newstate.StateMachineInstance("test");// initialise the model and instancestate.initialise(model,instance);// send the machine instance a message for evaluation, this will trigger the transition from stateA to stateBstate.evaluate(model,instance,"move");</script>

Versioning

The versions are in the form {major}.{minor}.{build}

  • Major changes introduce significant new behavior and will update the public API.
  • Minor changes introduce features, bug fixes, etc, but note that they also may break the public API.
  • Build changes can introduce features, though usually are fixes and performance enhancements; these will never break the public API.

Documentation

Documentation for the public API can be found here.

Licence

state.js is dual-licenecd under the MIT and GPL v3 licences.

About

Hierarchical finite state machine for node and web browsers

Resources

Stars

0 stars

Watchers

0 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Highlight search terms from Google/DuckDuckGo/Bing referrer\n(function() {\n var ref = document.referrer;\n var terms = [];\n \n if (ref.includes('google.com') || ref.includes('duckduckgo.com') || ref.includes('bing.com')) {\n var url = new URL(ref);\n var q = url.searchParams.get('q') || url.searchParams.get('p');\n if (q) {\n terms = q.split(/\\s+/).filter(function(t) { return t.length > 2; });\n }\n }\n \n if (terms.length === 0) return;\n \n var style = document.createElement('style');\n style.textContent = '.userscript-highlight { background: #fbbf24; color: #1a1a2e; padding: 1px 3px; border-radius: 2px; }';\n document.head.appendChild(style);\n \n function highlight(node) {\n if (node.nodeType === 3) { // text node\n var text = node.textContent;\n var found = false;\n terms.forEach(function(term) {\n var regex = new RegExp('(' + term.replace(/[.*+?^${}()|[\\]\\\\]/g, '\\\\') + ')', 'gi');\n if (regex.test(text)) {\n found = true;\n var frag = document.createDocumentFragment();\n var parts = text.split(regex);\n parts.forEach(function(part, i) {\n if (i % 2 === 0) {\n frag.appendChild(document.createTextNode(part));\n } else {\n var span = document.createElement('span');\n span.className = 'userscript-highlight';\n span.textContent = part;\n frag.appendChild(span);\n }\n });\n node.parentNode.replaceChild(frag, node);\n }\n });\n } else if (node.nodeType === 1 && node.childNodes) { // element\n var skipTags = ['SCRIPT', 'STYLE', 'NOSCRIPT', 'TEXTAREA', 'INPUT', 'SELECT'];\n if (!skipTags.includes(node.tagName)) {\n Array.from(node.childNodes).forEach(highlight);\n }\n }\n }\n \n highlight(document.body);\n \n // Re-highlight on dynamic content\n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1 || node.nodeType === 3) highlight(node);\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Highlight Search Terms"); } } catch(__e) { console.warn('[Userscript:Highlight Search Terms]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

Repository files navigation

state.js Logo

Executable state machine for Node and Web development.

NPM VersionNPM DownloadsTravis CICode ClimateTest CoverageDev Dependencies

If you like state.js, please star it.

Update: state.js is now available via Bower

Getting started

The state.js API is split into:

  1. Classes that represent a state machine model (State, PseudoState, Transition, etc.)
  2. An interface and implementation of active state configuration (current state); this allows multiple concurrent instances of a single state machine model
  3. A set of functions that provide the state machine runtime

The API is bound to a global object of your choosing.

state.js is developed in TypeScript and transpiled to JavaScript; you can use it in either language.

Node

1. Install state.js in your project:

$ npm install state.js

2. Import state.js and build your state machine:

varstate=require("state.js");// send log messages, warnings and errors to the consolestate.setConsole(console);// create the state machine model elementsvarmodel=newstate.StateMachine("model");varinitial=newstate.PseudoState("initial",model,state.PseudoStateKind.Initial);varstateA=newstate.State("stateA",model);varstateB=newstate.State("stateB",model);// create the state machine model transitionsinitial.to(stateA);stateA.to(stateB).when(function(message){returnmessage==="move";});// create a state machine instancevarinstance=newstate.StateMachineInstance("instance");// initialise the model and instancestate.initialise(model,instance);// send the machine instance a message for evaluation, this will trigger the transition from stateA to stateBstate.evaluate(model,instance,"move");

Web

1. Add state.js to your project:

$ bower install --save state

Alternatively, download direct from lib/web/state.js or lib/web/state.min.js.

2. Include state.js as a script in your page:

<scripttype="text/javascript" src="/bower_components/state/lib/web/state.min.js" target="state"></script>

Note: the target attribute within the script element defines the name of the global object that the state.js API will be bound to. If not specified, state.js will be bound to window.fsm.

3. Create your state machine in another script:

<script>// send log messages, warnings and errors to the consolestate.setConsole(console);// create the state machine model elementsvarmodel=newstate.StateMachine("model");varinitial=newstate.PseudoState("initial",model,state.PseudoStateKind.Initial);varstateA=newstate.State("stateA",model);varstateB=newstate.State("stateB",model);// create the state machine model transitionsinitial.to(stateA);stateA.to(stateB).when(function(message){returnmessage==="move";});// create a state machine instancevarinstance=newstate.StateMachineInstance("test");// initialise the model and instancestate.initialise(model,instance);// send the machine instance a message for evaluation, this will trigger the transition from stateA to stateBstate.evaluate(model,instance,"move");</script>

Versioning

The versions are in the form {major}.{minor}.{build}

  • Major changes introduce significant new behavior and will update the public API.
  • Minor changes introduce features, bug fixes, etc, but note that they also may break the public API.
  • Build changes can introduce features, though usually are fixes and performance enhancements; these will never break the public API.

Documentation

Documentation for the public API can be found here.

Licence

state.js is dual-licenecd under the MIT and GPL v3 licences.

About

Hierarchical finite state machine for node and web browsers

Resources

Stars

0 stars

Watchers

0 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Strip utm_, fbclid, gclid, etc. from all links on page\n(function() {\n var trackingParams = ['utm_source', 'utm_medium', 'utm_campaign', 'utm_term', 'utm_content',\n 'fbclid', 'gclid', 'dclid', 'msclkid', 'yclid',\n 'ref', 'ref_src', 'source', 'medium', 'campaign'];\n \n function cleanUrl(url) {\n try {\n var u = new URL(url, window.location.origin);\n var changed = false;\n trackingParams.forEach(function(p) {\n if (u.searchParams.has(p)) {\n u.searchParams.delete(p);\n changed = true;\n }\n });\n return changed ? u.toString() : url;\n } catch (e) {\n return url;\n }\n }\n \n function cleanLinks() {\n document.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n \n cleanLinks();\n \n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1) {\n if (node.tagName === 'A') cleanLinks();\n node.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Remove Tracking Parameters from Links"); } } catch(__e) { console.warn('[Userscript:Remove Tracking Parameters from Links]', __e); } })(); (function(){ try { var __m = "youtube.com"; var __re = new RegExp('^' + "youtube\\.com" + '
Skip to content

Repository files navigation

state.js Logo

Executable state machine for Node and Web development.

NPM VersionNPM DownloadsTravis CICode ClimateTest CoverageDev Dependencies

If you like state.js, please star it.

Update: state.js is now available via Bower

Getting started

The state.js API is split into:

  1. Classes that represent a state machine model (State, PseudoState, Transition, etc.)
  2. An interface and implementation of active state configuration (current state); this allows multiple concurrent instances of a single state machine model
  3. A set of functions that provide the state machine runtime

The API is bound to a global object of your choosing.

state.js is developed in TypeScript and transpiled to JavaScript; you can use it in either language.

Node

1. Install state.js in your project:

$ npm install state.js

2. Import state.js and build your state machine:

varstate=require("state.js");// send log messages, warnings and errors to the consolestate.setConsole(console);// create the state machine model elementsvarmodel=newstate.StateMachine("model");varinitial=newstate.PseudoState("initial",model,state.PseudoStateKind.Initial);varstateA=newstate.State("stateA",model);varstateB=newstate.State("stateB",model);// create the state machine model transitionsinitial.to(stateA);stateA.to(stateB).when(function(message){returnmessage==="move";});// create a state machine instancevarinstance=newstate.StateMachineInstance("instance");// initialise the model and instancestate.initialise(model,instance);// send the machine instance a message for evaluation, this will trigger the transition from stateA to stateBstate.evaluate(model,instance,"move");

Web

1. Add state.js to your project:

$ bower install --save state

Alternatively, download direct from lib/web/state.js or lib/web/state.min.js.

2. Include state.js as a script in your page:

<scripttype="text/javascript" src="/bower_components/state/lib/web/state.min.js" target="state"></script>

Note: the target attribute within the script element defines the name of the global object that the state.js API will be bound to. If not specified, state.js will be bound to window.fsm.

3. Create your state machine in another script:

<script>// send log messages, warnings and errors to the consolestate.setConsole(console);// create the state machine model elementsvarmodel=newstate.StateMachine("model");varinitial=newstate.PseudoState("initial",model,state.PseudoStateKind.Initial);varstateA=newstate.State("stateA",model);varstateB=newstate.State("stateB",model);// create the state machine model transitionsinitial.to(stateA);stateA.to(stateB).when(function(message){returnmessage==="move";});// create a state machine instancevarinstance=newstate.StateMachineInstance("test");// initialise the model and instancestate.initialise(model,instance);// send the machine instance a message for evaluation, this will trigger the transition from stateA to stateBstate.evaluate(model,instance,"move");</script>

Versioning

The versions are in the form {major}.{minor}.{build}

  • Major changes introduce significant new behavior and will update the public API.
  • Minor changes introduce features, bug fixes, etc, but note that they also may break the public API.
  • Build changes can introduce features, though usually are fixes and performance enhancements; these will never break the public API.

Documentation

Documentation for the public API can be found here.

Licence

state.js is dual-licenecd under the MIT and GPL v3 licences.

About

Hierarchical finite state machine for node and web browsers

Resources

Stars

0 stars

Watchers

0 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Auto-enable theater mode on YouTube\n(function() {\n function tryTheater() {\n var btn = document.querySelector('button[aria-label=\"Theater mode\"], ytd-player #player button[title=\"Theater mode\"]');\n if (btn && !btn.classList.contains('activated')) {\n btn.click();\n }\n }\n \n // Try immediately\n tryTheater();\n \n // Try after navigation (SPA)\n var lastUrl = location.href;\n setInterval(function() {\n if (location.href !== lastUrl) {\n lastUrl = location.href;\n setTimeout(tryTheater, 500);\n }\n }, 1000);\n \n // Also try on player load\n var observer = new MutationObserver(tryTheater);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "YouTube Theater Mode Default"); } } catch(__e) { console.warn('[Userscript:YouTube Theater Mode Default]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

Repository files navigation

state.js Logo

Executable state machine for Node and Web development.

NPM VersionNPM DownloadsTravis CICode ClimateTest CoverageDev Dependencies

If you like state.js, please star it.

Update: state.js is now available via Bower

Getting started

The state.js API is split into:

  1. Classes that represent a state machine model (State, PseudoState, Transition, etc.)
  2. An interface and implementation of active state configuration (current state); this allows multiple concurrent instances of a single state machine model
  3. A set of functions that provide the state machine runtime

The API is bound to a global object of your choosing.

state.js is developed in TypeScript and transpiled to JavaScript; you can use it in either language.

Node

1. Install state.js in your project:

$ npm install state.js

2. Import state.js and build your state machine:

varstate=require("state.js");// send log messages, warnings and errors to the consolestate.setConsole(console);// create the state machine model elementsvarmodel=newstate.StateMachine("model");varinitial=newstate.PseudoState("initial",model,state.PseudoStateKind.Initial);varstateA=newstate.State("stateA",model);varstateB=newstate.State("stateB",model);// create the state machine model transitionsinitial.to(stateA);stateA.to(stateB).when(function(message){returnmessage==="move";});// create a state machine instancevarinstance=newstate.StateMachineInstance("instance");// initialise the model and instancestate.initialise(model,instance);// send the machine instance a message for evaluation, this will trigger the transition from stateA to stateBstate.evaluate(model,instance,"move");

Web

1. Add state.js to your project:

$ bower install --save state

Alternatively, download direct from lib/web/state.js or lib/web/state.min.js.

2. Include state.js as a script in your page:

<scripttype="text/javascript" src="/bower_components/state/lib/web/state.min.js" target="state"></script>

Note: the target attribute within the script element defines the name of the global object that the state.js API will be bound to. If not specified, state.js will be bound to window.fsm.

3. Create your state machine in another script:

<script>// send log messages, warnings and errors to the consolestate.setConsole(console);// create the state machine model elementsvarmodel=newstate.StateMachine("model");varinitial=newstate.PseudoState("initial",model,state.PseudoStateKind.Initial);varstateA=newstate.State("stateA",model);varstateB=newstate.State("stateB",model);// create the state machine model transitionsinitial.to(stateA);stateA.to(stateB).when(function(message){returnmessage==="move";});// create a state machine instancevarinstance=newstate.StateMachineInstance("test");// initialise the model and instancestate.initialise(model,instance);// send the machine instance a message for evaluation, this will trigger the transition from stateA to stateBstate.evaluate(model,instance,"move");</script>

Versioning

The versions are in the form {major}.{minor}.{build}

  • Major changes introduce significant new behavior and will update the public API.
  • Minor changes introduce features, bug fixes, etc, but note that they also may break the public API.
  • Build changes can introduce features, though usually are fixes and performance enhancements; these will never break the public API.

Documentation

Documentation for the public API can be found here.

Licence

state.js is dual-licenecd under the MIT and GPL v3 licences.

About

Hierarchical finite state machine for node and web browsers

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, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Remove or un-stick sticky/fixed headers that block content\n(function() {\n function unstick() {\n document.querySelectorAll('header, nav, [role=\"banner\"], .header, .navbar, .sticky, .fixed-top, [style*=\"position: fixed\"], [style*=\"position:sticky\"]').forEach(function(el) {\n if (el.style.position === 'fixed' || el.style.position === 'sticky' || \n getComputedStyle(el).position === 'fixed' || getComputedStyle(el).position === 'sticky') {\n el.style.position = 'static';\n el.style.top = 'auto';\n el.style.zIndex = 'auto';\n }\n });\n }\n \n unstick();\n \n var observer = new MutationObserver(unstick);\n observer.observe(document.body, { childList: true, subtree: true, attributes: true, attributeFilter: ['style', 'class'] });\n})();", "Kill Sticky Headers"); } } catch(__e) { console.warn('[Userscript:Kill Sticky Headers]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
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state.js Logo

Executable state machine for Node and Web development.

NPM VersionNPM DownloadsTravis CICode ClimateTest CoverageDev Dependencies

If you like state.js, please star it.

Update: state.js is now available via Bower

Getting started

The state.js API is split into:

  1. Classes that represent a state machine model (State, PseudoState, Transition, etc.)
  2. An interface and implementation of active state configuration (current state); this allows multiple concurrent instances of a single state machine model
  3. A set of functions that provide the state machine runtime

The API is bound to a global object of your choosing.

state.js is developed in TypeScript and transpiled to JavaScript; you can use it in either language.

Node

1. Install state.js in your project:

$ npm install state.js

2. Import state.js and build your state machine:

varstate=require("state.js");// send log messages, warnings and errors to the consolestate.setConsole(console);// create the state machine model elementsvarmodel=newstate.StateMachine("model");varinitial=newstate.PseudoState("initial",model,state.PseudoStateKind.Initial);varstateA=newstate.State("stateA",model);varstateB=newstate.State("stateB",model);// create the state machine model transitionsinitial.to(stateA);stateA.to(stateB).when(function(message){returnmessage==="move";});// create a state machine instancevarinstance=newstate.StateMachineInstance("instance");// initialise the model and instancestate.initialise(model,instance);// send the machine instance a message for evaluation, this will trigger the transition from stateA to stateBstate.evaluate(model,instance,"move");

Web

1. Add state.js to your project:

$ bower install --save state

Alternatively, download direct from lib/web/state.js or lib/web/state.min.js.

2. Include state.js as a script in your page:

<scripttype="text/javascript" src="/bower_components/state/lib/web/state.min.js" target="state"></script>

Note: the target attribute within the script element defines the name of the global object that the state.js API will be bound to. If not specified, state.js will be bound to window.fsm.

3. Create your state machine in another script:

<script>// send log messages, warnings and errors to the consolestate.setConsole(console);// create the state machine model elementsvarmodel=newstate.StateMachine("model");varinitial=newstate.PseudoState("initial",model,state.PseudoStateKind.Initial);varstateA=newstate.State("stateA",model);varstateB=newstate.State("stateB",model);// create the state machine model transitionsinitial.to(stateA);stateA.to(stateB).when(function(message){returnmessage==="move";});// create a state machine instancevarinstance=newstate.StateMachineInstance("test");// initialise the model and instancestate.initialise(model,instance);// send the machine instance a message for evaluation, this will trigger the transition from stateA to stateBstate.evaluate(model,instance,"move");</script>

Versioning

The versions are in the form {major}.{minor}.{build}

  • Major changes introduce significant new behavior and will update the public API.
  • Minor changes introduce features, bug fixes, etc, but note that they also may break the public API.
  • Build changes can introduce features, though usually are fixes and performance enhancements; these will never break the public API.

Documentation

Documentation for the public API can be found here.

Licence

state.js is dual-licenecd under the MIT and GPL v3 licences.

About

Hierarchical finite state machine for node and web browsers

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0 stars

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0 watching

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, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Universal Dark Mode - works on any site\n(function() {\n var enabled = true;\n \n function applyDarkMode() {\n if (!enabled) return;\n \n // Create style element if it doesn't exist\n var style = document.getElementById('universal-dark-mode-style');\n if (!style) {\n style = document.createElement('style');\n style.id = 'universal-dark-mode-style';\n document.head.appendChild(style);\n }\n \n // Dark mode CSS - inverts colors but preserves images/video\n style.textContent = '\n /* Invert everything except media */\n html {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #1a1a2e !important;\n }\n \n /* Restore images, videos, iframes, canvas */\n img, video, iframe, canvas, svg, picture, [style*=\"background-image\"] {\n filter: invert(1) hue-rotate(180deg) !important;\n }\n \n /* Preserve specific elements that should not be inverted */\n .no-dark-mode, .no-dark-mode *,\n [data-theme=\"light\"], [data-theme=\"light\"],\n .ace_editor, .ace_editor *,\n .CodeMirror, .CodeMirror *,\n .monaco-editor, .monaco-editor *,\n .markdown-body pre, .markdown-body pre *,\n .highlight, .highlight *,\n pre code, pre code * {\n filter: none !important;\n }\n \n /* Fix common UI elements */\n .modal, .popup, .dropdown-menu, .tooltip, .popover {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #2d2d44 !important;\n border-color: #444 !important;\n }\n \n /* Scrollbars */\n ::-webkit-scrollbar { background: #1a1a2e !important; }\n ::-webkit-scrollbar-thumb { background: #444 !important; }\n ::-webkit-scrollbar-thumb:hover { background: #555 !important; }\n \n /* Selection */\n ::selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ::-moz-selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ';\n }\n \n function removeDarkMode() {\n var style = document.getElementById('universal-dark-mode-style');\n if (style) style.remove();\n }\n \n // Toggle with Alt+Shift+D\n document.addEventListener('keydown', function(e) {\n if (e.altKey && e.shiftKey && e.key === 'D') {\n e.preventDefault();\n enabled = !enabled;\n if (enabled) {\n applyDarkMode();\n console.log('[Universal Dark Mode] Enabled');\n } else {\n removeDarkMode();\n console.log('[Universal Dark Mode] Disabled');\n }\n }\n });\n \n // Apply on load\n applyDarkMode();\n \n // Re-apply on dynamic content\n var observer = new MutationObserver(function(mutations) {\n if (enabled && !document.getElementById('universal-dark-mode-style')) {\n applyDarkMode();\n }\n });\n observer.observe(document.head, { childList: true });\n \n console.log('[Universal Dark Mode] Loaded - Press Alt+Shift+D to toggle');\n})();", "Universal Dark Mode"); } } catch(__e) { console.warn('[Userscript:Universal Dark Mode]', __e); } })(); })();
Skip to content

Repository files navigation

state.js Logo

Executable state machine for Node and Web development.

NPM VersionNPM DownloadsTravis CICode ClimateTest CoverageDev Dependencies

If you like state.js, please star it.

Update: state.js is now available via Bower

Getting started

The state.js API is split into:

  1. Classes that represent a state machine model (State, PseudoState, Transition, etc.)
  2. An interface and implementation of active state configuration (current state); this allows multiple concurrent instances of a single state machine model
  3. A set of functions that provide the state machine runtime

The API is bound to a global object of your choosing.

state.js is developed in TypeScript and transpiled to JavaScript; you can use it in either language.

Node

1. Install state.js in your project:

$ npm install state.js

2. Import state.js and build your state machine:

varstate=require("state.js");// send log messages, warnings and errors to the consolestate.setConsole(console);// create the state machine model elementsvarmodel=newstate.StateMachine("model");varinitial=newstate.PseudoState("initial",model,state.PseudoStateKind.Initial);varstateA=newstate.State("stateA",model);varstateB=newstate.State("stateB",model);// create the state machine model transitionsinitial.to(stateA);stateA.to(stateB).when(function(message){returnmessage==="move";});// create a state machine instancevarinstance=newstate.StateMachineInstance("instance");// initialise the model and instancestate.initialise(model,instance);// send the machine instance a message for evaluation, this will trigger the transition from stateA to stateBstate.evaluate(model,instance,"move");

Web

1. Add state.js to your project:

$ bower install --save state

Alternatively, download direct from lib/web/state.js or lib/web/state.min.js.

2. Include state.js as a script in your page:

<scripttype="text/javascript" src="/bower_components/state/lib/web/state.min.js" target="state"></script>

Note: the target attribute within the script element defines the name of the global object that the state.js API will be bound to. If not specified, state.js will be bound to window.fsm.

3. Create your state machine in another script:

<script>// send log messages, warnings and errors to the consolestate.setConsole(console);// create the state machine model elementsvarmodel=newstate.StateMachine("model");varinitial=newstate.PseudoState("initial",model,state.PseudoStateKind.Initial);varstateA=newstate.State("stateA",model);varstateB=newstate.State("stateB",model);// create the state machine model transitionsinitial.to(stateA);stateA.to(stateB).when(function(message){returnmessage==="move";});// create a state machine instancevarinstance=newstate.StateMachineInstance("test");// initialise the model and instancestate.initialise(model,instance);// send the machine instance a message for evaluation, this will trigger the transition from stateA to stateBstate.evaluate(model,instance,"move");</script>

Versioning

The versions are in the form {major}.{minor}.{build}

  • Major changes introduce significant new behavior and will update the public API.
  • Minor changes introduce features, bug fixes, etc, but note that they also may break the public API.
  • Build changes can introduce features, though usually are fixes and performance enhancements; these will never break the public API.

Documentation

Documentation for the public API can be found here.

Licence

state.js is dual-licenecd under the MIT and GPL v3 licences.

About

Hierarchical finite state machine for node and web browsers

Resources

Stars

0 stars

Watchers

0 watching

Forks

Releases

Packages

Contributors

Languages