this looks like fun

https://github.com/cdorrat/reduce-fsm

;)

On Wed, May 20, 2015 at 7:26 AM, Marc Fawzi <marc.fa...@gmail.com> wrote:

> Yup, well captured.
>
> On Wed, May 20, 2015 at 6:58 AM, Khalid Jebbari <khalid.jebb...@gmail.com>
> wrote:
>
>> You would want it if you want to inspect/debug/transmit/replay the whole
>> the state of your application. Having nothing encapsulated and everything
>> in a global state permits this.
>>
>> Khalid aka DjebbZ
>> @Dj3bbZ
>>
>> On Wed, May 20, 2015 at 3:51 PM, Jamie Orchard-Hays <jamie...@gmail.com>
>> wrote:
>>
>>> For local state, I mean state that has to do only with the component
>>> itself, nothing to do with the data itself. For example, if I have a
>>> component that can switch between editing/reading states, I can't imagine
>>> why I would want this information stored outside of the component itself.
>>>
>>> Jamie
>>>
>>> On May 19, 2015, at 11:58 AM, Daniel Kersten <dkers...@gmail.com> wrote:
>>>
>>> I don't think it implies local state, necessarily, although it may
>>> benefit from it. I think alternatives can be modular too.
>>>
>>> For example, re-frame's approach of a central place to store data is
>>> like a Blackboard system, which may even help modularity, not hinder it,
>>> because modules don't need to know anything about each other - only that
>>> the data they read and write is in the central place and may be
>>> (transparent to the modules) be accessed/updated by multiple modules
>>> transparently (and hopefully gets validated eg through a schema or
>>> constraint system to prevent one module from writing data that breaks
>>> another module).
>>>
>>> On the other hand, local state implies encapsulation and encourages
>>> strict interfaces to access it, which can also help modularity. In my
>>> personal experience this has (more often than not) led to tightly coupled
>>> modules instead, however.
>>>
>>> I personally prefer the re-frame single-place-for-data approach because
>>> in my opinion its benefits outweigh its disadvantages, but perhaps I've
>>> just been doing local state wrong :) (actually pretty likely!)
>>>
>>>
>>> PS: It'll probably be some time before I get a chance to read Horrocks'
>>> book. If anybody knows of any similar content available on the web for me
>>> to read in the meantime, I'd love to hear of it!
>>>
>>>
>>> On Tue, 19 May 2015 at 14:34 Jamie Orchard-Hays <jamie...@gmail.com>
>>> wrote:
>>>
>>>> I agree. The word that came to mind while reading your comments,
>>>> Daniel, was "modularity". Does modularity imply local state? Pondering...
>>>>
>>>> Jamie
>>>>
>>>> On May 18, 2015, at 1:26 PM, Khalid Jebbari <khalid.jebb...@gmail.com>
>>>> wrote:
>>>>
>>>> I like how you break up the state machines, it has sense in web app.
>>>> Page 1 has 2 widgets, page 2 has a form. Each widget/form can have a FSM
>>>> associated with it, the higher level FSM knowing just the higher level
>>>> state of all widget displayed. Mmmh... Interesting.
>>>>
>>>> Le 18 mai 2015 à 19:13, Daniel Kersten <dkers...@gmail.com> a écrit :
>>>>
>>>> From my understanding of it:
>>>>
>>>> Use higher level states and decouple them somewhat from the data.
>>>>
>>>> For example, games do have lots of dynamically changing data. In a
>>>> modern shooter you might have dozens of characters with positions,
>>>> orientation, velocity, health information, weapons, ammunition, etc all of
>>>> which can be  constantly changing. And that's just taking the characters
>>>> into account.
>>>>
>>>> I wouldn't go and build a state machine that enumerates all of the
>>>> possible transitions from a "twelve characters with done distribution of
>>>> attributes in this location moving in that direction" state. I'd break it
>>>> down so that each character has a high level state like "seeking powerup"
>>>> or "running".
>>>>
>>>> Probably not a great example although it does illustrate that you might
>>>> have a hierarchy of state machines. In the game example, the highest level
>>>> might be something like "in play" or "paused" and the lowest might be an
>>>> each characters "firing weapon".
>>>>
>>>> In client side web app, you could say that each configuration of data
>>>> is a state (the re-frame readme mentions that you could think of the app-db
>>>> like this), but I think that's too fine grained to be useful.
>>>>
>>>> Instead I'd define higher level states (possibly in a hierarchy). I'd
>>>> ask myself, regardless of the data available, what are the logical states
>>>> that a user could be in and for each one, what are the actions that they
>>>> can perform (and what state does each action transition them to).
>>>> This could be as simple as pages and links, but with a rich single page
>>>> application it's more likely finer grained than that. Maybe what dialogs or
>>>> widgets are accessible.
>>>>
>>>> Again, you could then layer these into a hierarchy of state machines.
>>>>
>>>> One advantage of this is you always know what a user can do at any
>>>> given time because you can look at what state they're in.
>>>>
>>>> I think of FSM states as orthogonal to the data, not as the data
>>>> itself. The states dictate what data is accessible and what can be done to
>>>> it; the data doesn't dictate what state the application is in.
>>>>
>>>> I suppose terminology gets confusing, but this is the approach I'm
>>>> toying with. I'll see how that goes :)
>>>>
>>>> But yeah, needs more thinking.
>>>>
>>>> On Mon, 18 May 2015 16:55 Marc Fawzi <marc.fa...@gmail.com> wrote:
>>>>
>>>>> Games are ideal candidate for straight-forward FSM implementation
>>>>> since you normally download the data at game load time and from there on
>>>>> you have a *relatively* small set of states that can be transitioned
>>>>> between based in user input. You can even apply state minimization
>>>>> techniques to reduce the total number of states.
>>>>>
>>>>> But in a web app you are continuously grabbing data from the server
>>>>> and that data is generated based on not only user input but also the state
>>>>> of the server side database and that server generated data would modify UI
>>>>> side app state and you have to account for all possibilities so the total
>>>>> number of states could grow wildly if your UI is data driven (where the
>>>>> state of the UI depends on the data in non-trivial ways) but even if your
>>>>> UI state dependence on server data was a trivial relationship you could
>>>>> still end up with a huge state diagram for the simplest viable business 
>>>>> app
>>>>> if you include templating the view as part of the UI FSM on top of 
>>>>> business
>>>>> logic. You could segment your app into micro apps and that will help
>>>>> regardless of whether you're building the app as FSM or not.
>>>>>
>>>>> And what if the state transitions are probability driven? How many
>>>>> states will you end up having to chart?
>>>>>
>>>>> Not convinced YET...
>>>>>
>>>>> Sent from my iPhone
>>>>>
>>>>> > On May 18, 2015, at 6:57 AM, Sean Tempesta <sean.tempe...@gmail.com>
>>>>> wrote:
>>>>> >
>>>>> > Hi Khalid.  I found your topic interesting so I thought I'd chime
>>>>> in.  Regarding your comments on routing:
>>>>> >
>>>>> > So, under normal conditions, the initial URL sets the FSM in motion
>>>>> (as an event).  We could call this entry point a routing state.  
>>>>> Afterward,
>>>>> the state transitions are controlling the urls (not the other way around),
>>>>> right?
>>>>> >
>>>>> > Outside of normal conditions (ie. people copying and pasting links
>>>>> into random parts of the system), you also just send the url to the 
>>>>> routing
>>>>> state and then switch to a new state based on whatever rules and
>>>>> definitions you've set.
>>>>> >
>>>>> > Or maybe I'm missing something.  I haven't built an FSM in a while.
>>>>> :)
>>>>> >
>>>>> > Sean
>>>>> >
>>>>> >> On Monday, May 18, 2015 at 6:07:22 PM UTC+8, Khalid Jebbari wrote:
>>>>> >> Trying to push forward the discussion about Web UI with state
>>>>> machines. I came up with the following decomposition of the core 
>>>>> components
>>>>> of a web application :
>>>>> >>
>>>>> >> - application state
>>>>> >> - application data
>>>>> >> - business logic
>>>>> >> - ui logic
>>>>> >> - event processing
>>>>> >> - presentation layer
>>>>> >> - routing
>>>>> >>
>>>>> >> In this schema, I think the application state is the real core,
>>>>> because every other components is directly related to it, at least if you
>>>>> use a state machine. I came up with the following model.
>>>>> >>
>>>>> >> - application data : related to application state because both can
>>>>> easily represented as data. If we want a web app that is completely
>>>>> state-driven (I want this, for debugging, testing and time-travel
>>>>> capabilities), simply merge the data and the state in the same data 
>>>>> entity.
>>>>> >>
>>>>> >> - business logic/ui logic : in a state machine there's the notion
>>>>> of "actions" executed with each transition (where necessary). So the logic
>>>>> could just be executed by the state machine itself.
>>>>> >>
>>>>> >> - event processing : a state machine can be event-driven, and this
>>>>> a perfect match with a web app since the web (and any UI for that matter)
>>>>> is inherently event driven. So the event/input of the state machine could
>>>>> just match the event triggered by the user, as well as custom events if
>>>>> necessary.
>>>>> >>
>>>>> >> - presentation layer : simply display the current app-state as
>>>>> HTML/CSS. In the React.js model, it would simply mean updating the app
>>>>> state and letting React render everything.
>>>>> >>
>>>>> >> - routing : this is where stuff gets complicated in my mind. In a
>>>>> proper application, lot of state is derived from the URLs. But not all
>>>>> state, for instance whether a modal is displayed or not, or whether a form
>>>>> is validated client side or not isn't tied to a URL. Which tend to let me
>>>>> think that there's some kind of hierarchy in the state machine. The URLs
>>>>> could be represented as events as well in the state machine, but could
>>>>> happen at anytime, whereas other events and related transition depend on
>>>>> the current state in a state machine. So it's like you have a top-level
>>>>> state machine for URLs, and each URL has its own state machine for all
>>>>> interactions in the page. Maybe page-state machine could be refined in
>>>>> multiple levels state machines too, not sure about that. It seems like
>>>>> Hierarchical State Machine may help here, but I haven't studied the 
>>>>> subject
>>>>> yet at all.
>>>>> >>
>>>>> >> What do you think ?
>>>>> >
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