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								<p>Your problem is not completely clear to me:</p>
<ol>
<li>it locks for 100ms seconds if 10 unsuccessful buttons are pressed?</li>
<li>and also ignores presses for 30 sec after the 10 unsuccessful buttons?</li>
<li>door only stays open for 50ms? You need extreme fast reaction times</li>
<li>no other rules? so I could press 1 today, 2 tomorrow, 3 again the day after and then 4 on the 4th day and the door opens?</li>
</ol>
<p>To be fair, this sounds like a typical state machine where each button press gets to a new state, but I don’t think in real life it’s ever modelled like that.</p> 
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<img alt="" width="24" height="24" src="https://forum.elixirforum.com/user_avatar/forum.elixirforum.com/lud/48/14382_2.png" class="avatar"> lud:</div>
<blockquote>
<p>I think it’s weird to have both <code>closed ‑- button press --&gt;  open</code> and <code>closed -- button press --&gt; locked</code> side by side</p>
</blockquote>
</aside>
<p>Why is that?</p>
<blockquote>
<p>could you demo a door</p>
</blockquote>
<p>Sure. The code below is untested, but the idea is correct.</p>
<pre data-code-wrap="elixir"><code class="lang-elixir">defmodule Door do
  @fsm """
    unplugged --&gt; |on!| closed
    closed --&gt; |button| input
    closed --&gt; |off| dismantled
    input --&gt; |button| input,unlocked,locked
    unlocked --&gt; |plumber| closed
    locked --&gt; |plumber| closed
  """

  use Finitomata, fsm: @fsm, timer: 10, impl_for: :all, auto_terminate: true

  @impl true
  # entering `input`
  def on_transition(:closed, :button, button, %{code: code, entered: []} = state),
    do: {:ok, :input, Map.update(state, :entered, &amp; [button | &amp;1])}

  # processing input
  def on_transition(:input, :button, button, %{code: code, entered: current} = state) do
    current = [button | current]
    cond do
      valid?(current, code) -&gt; {:ok, :unlocked, Map.put(state, entered: [])}
      length(current) &gt;= 10 -&gt; {:ok, :locked, Map.put(state, entered: [])}
      true -&gt; {:ok, :input, Map.put(state, entered: current)}
    end
  end
 
  def on_timer(:locked, %{locked_from: timestamp} = state) do
    if elapsed_lock?(timestamp),
      do: {:transition, :plumber, state}, # unlock
      else: {:ok, state}
  end

  def on_timer(:input, state) do
    if elapsed_timeout?(timestamp),
      do: {:transition, :plumber, Map.put(state, :entered, [])}, # reset
      else: {:ok, state}
  end
end
</code></pre>
<p>I didn’t implement private helpers like <code>elapsed?/1</code> and <code>valid?/2</code> because they are trivial.</p> 
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<img alt="" width="24" height="24" src="https://forum.elixirforum.com/user_avatar/forum.elixirforum.com/tcoopman/48/8112_2.png" class="avatar"> tcoopman:</div>
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<p>I don’t think in real life it’s ever modelled like that.</p>
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<p>That’s exactly what I wrote the rant about. The implementation (see above) is less than 100 LoCs and is a proof that the door will not be found in an uncertain state. That’s how it must be implemented.</p> 
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								<p>Your implementation makes sense, I meant an implementation where the correct path to the inputs are modelled as states in the state machine. That doesn’t make sense to me, and it felt like (but I might be completely wrong) that this is what <a class="mention" href="/u/lud" rel="nofollow">@lud</a> was hinting at.</p> 
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								<p>I cannot read minds, but there is no such thing as “button 3 pressed” state. Pressing a button is obviously an event, not a state. Anyway <img src="https://forum.elixirforum.com/images/emoji/apple/slight_smile.png?v=15" title=":slight_smile:" class="emoji" alt=":slight_smile:" loading="lazy" width="20" height="20"></p> 
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								<p>agreed, I guess I’ve seen too many bad examples in my past <img src="https://forum.elixirforum.com/images/emoji/apple/smiley.png?v=15" title=":smiley:" class="emoji" alt=":smiley:" loading="lazy" width="20" height="20"></p> 
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								<p>yeah sorry I changed times for <code>ms</code> instead of real-life-like timers so if someone would implement it fully code is playable with in tests. So locking and ignoring presses is actually the same thing: can’t input == can’t unlock.</p>
<p>As an excuse I’m pretty sick today but yeah, I failed the spec <img src="https://forum.elixirforum.com/images/emoji/apple/smiley.png?v=15" title=":smiley:" class="emoji" alt=":smiley:" loading="lazy" width="20" height="20"></p> 
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								<p>Yeah so to explain why I don’t generally understand those tools is that they describe transitions, whereas I only think about events that can, <em>possibly</em>, if planets are aligned, trigger a transition. Many FSM tools let you dispatch “transitions” and my reaction is always « how dare you, as client code, tell me if I’m going to actually transition? » <img src="https://forum.elixirforum.com/images/emoji/apple/smiley.png?v=15" title=":smiley:" class="emoji" alt=":smiley:" loading="lazy" width="20" height="20"></p>
<p>To me it would make much more sense to have <code>handle_event</code> instead of <code>handle_transition</code>, but it seems that your library is actually implementing that.</p>
<p>Thank you for the demo, I will play with it a little bit to fully understand. I believe your README.md file could benefit from a (simpler) real-life example instead of s2→to_s3→s3 stuff.</p> 
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								<p>I am not sure I follow.</p>
<p>As a client code you have events only, that’s it. <code>Finitomata.transition("MyFSM", {:event, event_payload}</code> sends an event with the payload. From the outside you don’t have any way to change states save for sending events. That makes it bullet-proof consistent.</p>
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<p>To me it would make much more sense to have <code>handle_event</code> instead of <code>handle_transition</code>, but it seems that your library is actually implementing that.</p>
</blockquote>
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<p>Yes, the library implements exactly that, but <code>handle_event</code> would clash with other behaviours, that’s why I decided to go with <code>handle_transition</code>. Another vote for it being <code>handle_transition</code> is that this code is by all means the library-side, not client-side, and within frames of the library <code>transition</code> is the thing, not <code>event</code>.</p> 
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	                  <a title="Go to post" alt="Go to post" href="https://forum.elixirforum.com/t/finitomata-fsm-boilerplate-based-on-callbacks/46933/20">Post #19</a>
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                   class="likers-container"
                   data-first-post="false"
                   data-batch-url="/posts/batch_likers">
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                     data-likers-post-id="390274"
                     data-batch-url="/posts/batch_likers">
                  <div class="post-likers"></div>
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    <div class="triangle-top-right type-standard-post cat-standard-post" title="Post #19"></div>
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    <div class="postbit" id="390278" data-post-id="390278">
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					<div class="post-header">
		        <div class="user-avatar">
		          <img alt="lud" src="https://forum.elixirforum.com/user_avatar/forum.elixirforum.com/lud/120/14382_2.png" width="120" height="120" />
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						<div class="user-details">
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		            <h3>
                  lud
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	        <div class="thread-main">
	            <div class="post-body" data-turbo="false">
								<p>This is highly confusing to me <img src="https://forum.elixirforum.com/images/emoji/apple/smiley.png?v=15" title=":smiley:" class="emoji" alt=":smiley:" loading="lazy" width="20" height="20"></p>
<p>Thank you I now have a working solution.</p> 
	            </div>

	            <div class="base-line">
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	                    <span class="thread-count count-likes js-likers-trigger" title="Likes" data-post-id="390278" data-batch-url="/posts/batch_likers">
                        1
                      </span>
                      <!-- <span class="thread-count js-solved-indicator" title="Marked as solution"></span> -->
	                </div>
	                <div class="go-to-post">
	                  <a title="Go to post" alt="Go to post" href="https://forum.elixirforum.com/t/finitomata-fsm-boilerplate-based-on-callbacks/46933/21">Post #20</a>
	                </div>
	            </div>
              <div id="likers-container-390278" 
                   class="likers-container"
                   data-first-post="false"
                   data-batch-url="/posts/batch_likers">
                   <div class="likers-placeholder" 
                     data-likers-post-id="390278"
                     data-batch-url="/posts/batch_likers">
                  <div class="post-likers"></div>
                </div>
              </div>
	        </div>
			

    </div>

    <div class="triangle-top-right type-last-post cat-last-post" title="Last post!"></div>
  </section>
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</template></turbo-stream><turbo-stream action="replace" target="load-more-container"><template><div id="load-more-container" class="load-more-container">
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