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Comment on Functional State Machines in Rust: Typestate and Newtype Patternsparent

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Why is it cumbersome?

I’m probably doing it wrong, but when there’s a state with multiple transitions out, I can either model it as distinct methods per transition in which case the caller needs to know how to transition between states or I can have the caller pass an enum in which moves the branch into the state machine at the expense of an enum and a match statement. It’s also like 10x the code. Again, I’m very open to the possibility that I’m doing something wrong. Curious how you would model a state machine for (1) reserving the right to do the inventory (2) querying the next page of results (based on a cursor) and (3) recording the page information and the next cursor.

In the type state pattern you would have something like this

pub trait ValidState {}

struct StateMachine<'a, T>

where

  T: ValidState 
{

untyped: &'a mut UntypedStateMachine,

_marker: PhantomData<T>

}

fn reserve_right<'a>(state: StateMachine<'a, Begin>) -> StateMachine<'a, Reserved>

fn query<'a>(state: StateMachine<'a, Reserved>) -> StateMachine<'a, Queried>

fn record<'a>(state: StateMachine<'a, Queried>) -> StateMachine<'a, Recorded>

How do you model cases where the reservation fails, where the inventory operation is already complete, etc? Basically conditional transitions based on some data received? Also, where does the actual I/O happen? Presumably there is some shell that drives the state machine that does the I/O before or after executing the transition?

The I/O is done using the mutable reference to the UntypedStateMachine in the functions.

For example UntypedStateMachine could just be a vec that you append to or read from.

If you want to model cases with failure your return type will be

Result<StateMachine<Reserved>, Error>

A conditional transition should return something like

(StateMachine<PostConditional>, ConditionalData)

I think this makes sense. I’m eager to try it. Some residual questions: what is “untyped” in this case and what is “PostConditional” (an enum of possible states?)? How do subsequent transitions work?

I also just realized that delegating to “UntypedStateMachine” for I/O probably doesn’t allow for Sans-I/O, right? Presumably the UntypedStateMachine must commit to either being sync or async and that must propagate to the typestate state machine itself, no?

The article also mentions that typestates can be cumbersome:

Typestate improves code faultlessness and testability, but comes at the cost of more boilerplate code and can degrade readability.

I have noticed this in my own code. `Ticket` with an internal variable tracking the state makes using it simpler. I just have to store one object in my struct `struct MyData { ticket: Ticket }` and call `ticket` methods in the correct order.

Typestate `Ticket<T>` is not as simple. I have to wrap it in my own enum: `enum TicketState { Ticket1(Ticket<Func1Done>), Ticket2(Ticket<Func2Done>), }` to store in my struct: `struct MyData { ticket: TicketState }`. Then every time I call `ticket` methods, I must extract the correct variant value first. That degrades readability and creates extra run-time cost.

You don't need the enum? You just require Ticket<T_0> as a function argument.

It's really not that cumbersome, it's like two extra lines of code...

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