A learning-focused Rust port of Ruby's state_machines gem
This is a Rust port of the popular state_machines Ruby gem, created as a learning platform for Rubyists transitioning to Rust.
While learning Rust, I chose to port something familiar and widely used—so I could compare implementations side-by-side and understand Rust's patterns through a lens I already knew. This library is intentionally over-commented, not because the code is disorganized, but because it's designed to be a teaching tool. The goal is elegant, idiomatic Rust code that Rubyists can learn from without the usual compile-pray-repeat cycle.
- Learning Ground First: Extensive inline comments explain Rust concepts, ownership, trait bounds, and macro magic
- Ruby Parallels: Familiar DSL syntax and callbacks make the transition smoother
- Production Ready: Despite the educational focus, this is a fully functional state machine library with:
- Typestate pattern for compile-time state safety
- Zero-cost abstractions using PhantomData
- Guards and unless conditions
- Before/after event callbacks
- Sync and async support
no_stdcompatibility (for embedded systems)- Payload support for event data
- Move semantics preventing invalid state transitions
You're welcome to open PRs to fix fundamentally wrong Rust concepts—but please don't remove comments just because "we know it". This codebase serves beginners. If something can be explained better, improve the comment. If a pattern is unidiomatic, fix it and document why.
Typestate Pattern – Compile-time state safety using Rust's type system with zero runtime overhead
Guards & Unless – Conditional transitions at event and transition levels
Callbacks – before/after hooks at event level
Around Callbacks – Wrap transitions with Before/AfterSuccess stages for transaction-like semantics
Async Support – First-class async/await for guards and callbacks
Event Payloads – Pass data through transitions with type-safe payloads
No-std Compatible – Works on embedded targets (ESP32, bare metal)
Type-safe – Invalid transitions become compile errors, not runtime errors
Hierarchical States – Superstates with polymorphic transitions via SubstateOf trait
Dynamic Dispatch – Runtime event dispatch for event-driven systems (opt-in via feature flag or explicit config)
Add to your Cargo.toml:
[dependencies]
state-machines = "0.6"use state_machines::state_machine;
// Define your state machine
state_machine! {
name: TrafficLight,
initial: Red,
states: [Red, Yellow, Green],
events {
next {
transition: { from: Red, to: Green }
transition: { from: Green, to: Yellow }
transition: { from: Yellow, to: Red }
}
}
}
fn main() {
// Typestate pattern: each transition returns a new typed machine
let light = TrafficLight::new(());
// Type is TrafficLight<Red>
let light = light.next().unwrap();
// Type is TrafficLight<Green>
let light = light.next().unwrap();
// Type is TrafficLight<Yellow>
}use state_machines::{state_machine, core::GuardError};
use std::sync::atomic::{AtomicBool, Ordering};
static DOOR_OBSTRUCTED: AtomicBool = AtomicBool::new(false);
state_machine! {
name: Door,
initial: Closed,
states: [Closed, Open],
events {
open {
guards: [path_clear],
before: [check_safety],
after: [log_opened],
transition: { from: Closed, to: Open }
}
close {
transition: { from: Open, to: Closed }
}
}
}
impl<C, S> Door<C, S> {
fn path_clear(&self, _ctx: &C) -> bool {
!DOOR_OBSTRUCTED.load(Ordering::Relaxed)
}
fn check_safety(&self) {
println!("Checking if path is clear...");
}
fn log_opened(&self) {
println!("Door opened at {:?}", std::time::SystemTime::now());
}
}
fn main() {
// Successful transition
let door = Door::new(());
let door = door.open().unwrap();
let door = door.close().unwrap();
// Failed guard check
DOOR_OBSTRUCTED.store(true, Ordering::Relaxed);
let err = door.open().expect_err("should fail when obstructed");
let (_door, guard_err) = err;
assert_eq!(guard_err.guard, "path_clear");
// Inspect the error kind
use state_machines::core::TransitionErrorKind;
match guard_err.kind {
TransitionErrorKind::GuardFailed { guard } => {
println!("Guard '{}' failed", guard);
}
_ => unreachable!(),
}
}For embedded systems or applications where the context type is known at compile time, you can specify a concrete context type in the macro. This allows guards and callbacks to directly access context fields without generic trait bounds.
Generic Context (Default):
state_machine! {
name: Door,
// No context specified - machine is generic over C
}
impl<C, S> Door<C, S> {
fn guard(&self, _ctx: &C) -> bool {
// C is generic - can't access its fields
false
}
}Concrete Context (Embedded-Friendly):
use state_machines::state_machine;
#[derive(Debug, Default)]
struct HardwareSensors {
temperature_c: i16,
pressure_kpa: u32,
}
state_machine! {
name: Door,
context: HardwareSensors, // ← Concrete context type
initial: Closed,
states: [Closed, Open],
events {
open {
guards: [safe_conditions],
transition: { from: Closed, to: Open }
}
close {
transition: { from: Open, to: Closed }
}
}
}
impl<S> Door<S> {
fn safe_conditions(&self, ctx: &HardwareSensors) -> bool {
// Direct field access!
ctx.temperature_c >= -40
&& ctx.temperature_c <= 85
&& ctx.pressure_kpa >= 95
&& ctx.pressure_kpa <= 105
}
}
fn main() {
let sensors = HardwareSensors {
temperature_c: 22,
pressure_kpa: 101,
};
let door = Door::new(sensors);
let door = door.open().unwrap();
let _door = door.close().unwrap();
}Key Differences:
| Aspect | Generic Context | Concrete Context |
|---|---|---|
| Struct signature | Machine<C, S> |
Machine<S> |
| Impl blocks | impl<C, S> |
impl<S> |
| Guard signature | fn(&self, &C) |
fn(&self, &HardwareType) |
| Field access | Not possible | Direct access |
| Flexibility | Works with any context | Fixed to one type |
| Use case | Libraries, flexibility | Embedded, hardware |
When to Use:
- Embedded systems – Hardware types known at compile time
- no_std environments – Direct hardware register access
- Fixed architectures – Single deployment target
- Performance critical – Compiler can optimize better
When to Avoid:
- Libraries – Users need context flexibility
- Multiple deployments – Different hardware configs
- Generic code – Need to work with various types
See examples/guards_and_validation for a complete example using concrete context for spacecraft telemetry.
The typestate pattern works seamlessly with async Rust:
use state_machines::state_machine;
state_machine! {
name: HttpRequest,
initial: Idle,
async: true,
states: [Idle, Pending, Success, Failed],
events {
send {
guards: [has_network],
transition: { from: Idle, to: Pending }
}
succeed {
transition: { from: Pending, to: Success }
}
fail {
transition: { from: Pending, to: Failed }
}
}
}
impl<C, S> HttpRequest<C, S> {
async fn has_network(&self, _ctx: &C) -> bool {
// Async guard checks network availability
tokio::time::sleep(tokio::time::Duration::from_millis(10)).await;
true
}
}
#[tokio::main]
async fn main() {
// Type: HttpRequest<Idle>
let request = HttpRequest::new(());
// Type: HttpRequest<Pending>
let request = request.send().await.unwrap();
// Type: HttpRequest<Success>
let request = request.succeed().await.unwrap();
}use state_machines::state_machine;
#[derive(Clone, Debug)]
struct LoginCredentials {
username: String,
password: String,
}
state_machine! {
name: AuthSession,
initial: LoggedOut,
states: [LoggedOut, LoggedIn, Locked],
events {
login {
payload: LoginCredentials,
guards: [valid_credentials],
transition: { from: LoggedOut, to: LoggedIn }
}
logout {
transition: { from: LoggedIn, to: LoggedOut }
}
}
}
impl<C, S> AuthSession<C, S> {
fn valid_credentials(&self, _ctx: &C, creds: &LoginCredentials) -> bool {
// Guard receives context and payload reference
creds.username == "admin" && creds.password == "secret"
}
}
fn main() {
let session = AuthSession::new(());
// Type is AuthSession<(), LoggedOut>
let good_creds = LoginCredentials {
username: "admin".to_string(),
password: "secret".to_string(),
};
let session = session.login(good_creds).unwrap();
// Type is AuthSession<LoggedIn>
}Group related states into superstates for polymorphic transitions and cleaner state organization:
use state_machines::state_machine;
#[derive(Default, Debug, Clone)]
struct PrepData {
checklist_complete: bool,
}
#[derive(Default, Debug, Clone)]
struct LaunchData {
engines_ignited: bool,
}
state_machine! {
name: LaunchSequence,
initial: Standby,
states: [
Standby,
superstate Flight {
state LaunchPrep(PrepData),
state Launching(LaunchData),
},
InOrbit,
],
events {
enter_flight {
transition: { from: Standby, to: Flight }
}
ignite {
transition: { from: Standby, to: LaunchPrep }
}
cycle_engines {
transition: { from: LaunchPrep, to: Launching }
}
ascend {
transition: { from: Flight, to: InOrbit }
}
abort {
transition: { from: Flight, to: Standby }
}
}
}
fn main() {
// Start in Standby
let sequence = LaunchSequence::new(());
// Transition to Flight superstate resolves to initial child (LaunchPrep)
let sequence = sequence.enter_flight().unwrap();
// Access state-specific data (guaranteed non-None)
let prep_data = sequence.launch_prep_data();
println!("Checklist complete: {}", prep_data.checklist_complete);
// Move to Launching within Flight superstate
let sequence = sequence.cycle_engines().unwrap();
// abort() is defined on Flight, but works from ANY substate
let sequence = sequence.abort().unwrap();
// Type: LaunchSequence<C, Standby>
// Go directly to LaunchPrep (bypassing superstate entry)
let sequence = sequence.ignite().unwrap();
// Type: LaunchSequence<C, LaunchPrep>
// abort() STILL works - polymorphic transition!
let _sequence = sequence.abort().unwrap();
}Key Features:
- Polymorphic Transitions: Define transitions
from: Flightthat work from ANY substate (LaunchPrep, Launching) - Automatic Resolution:
to: Flighttransitions resolve to the superstate's initial child state - State Data Storage: Each state with data gets guaranteed accessors like
launch_prep_data()andlaunching_data() - SubstateOf Trait: Generated trait implementations enable compile-time polymorphism
- Storage Lifecycle: State data is automatically initialized on entry, cleared on exit
Under the Hood:
The macro generates:
// Marker trait for polymorphism
impl SubstateOf<Flight> for LaunchPrep {}
impl SubstateOf<Flight> for Launching {}
// Polymorphic transition implementation
impl<C, S: SubstateOf<Flight>> LaunchSequence<C, S> {
pub fn abort(self) -> Result<LaunchSequence<C, Standby>, ...> {
// Works from ANY state where S implements SubstateOf<Flight>
}
}
// State-specific data accessors (no Option wrapper!)
impl<C> LaunchSequence<C, LaunchPrep> {
pub fn launch_prep_data(&self) -> &PrepData { ... }
pub fn launch_prep_data_mut(&mut self) -> &mut PrepData { ... }
}Ruby Comparison:
Ruby's state_machines doesn't have formal superstate support in this way. The closest equivalent would be using state predicates:
# Ruby approach
def in_flight?
[:launch_prep, :launching].include?(state)
end
# Rust: Compile-time polymorphism via trait bounds
impl<C, S: SubstateOf<Flight>> LaunchSequence<C, S> {
pub fn abort(self) -> ... { }
}Rust's typestate pattern makes this compile-time safe with zero runtime overhead.
Around callbacks wrap transitions with transaction-like semantics, providing Before and AfterSuccess hooks that bracket the entire transition execution:
use state_machines::{state_machine, core::{AroundStage, AroundOutcome}};
use std::sync::atomic::{AtomicUsize, Ordering};
static CALL_COUNT: AtomicUsize = AtomicUsize::new(0);
state_machine! {
name: Transaction,
initial: Idle,
states: [Idle, Processing, Complete],
events {
begin {
around: [transaction_wrapper],
transition: { from: Idle, to: Processing }
}
succeed {
transition: { from: Processing, to: Complete }
}
}
}
impl<C, S> Transaction<C, S> {
fn transaction_wrapper(&self, stage: AroundStage) -> AroundOutcome<Idle> {
match stage {
AroundStage::Before => {
println!("Starting transaction...");
CALL_COUNT.fetch_add(1, Ordering::SeqCst);
AroundOutcome::Proceed
}
AroundStage::AfterSuccess => {
println!("Transaction committed!");
CALL_COUNT.fetch_add(10, Ordering::SeqCst);
AroundOutcome::Proceed
}
}
}
}
fn main() {
let transaction = Transaction::new(());
let transaction = transaction.begin().unwrap();
// CALL_COUNT is now 11 (Before: +1, AfterSuccess: +10)
assert_eq!(CALL_COUNT.load(Ordering::SeqCst), 11);
}Execution Order:
- Around Before – Runs first, can abort the entire transition
- Guards – Event/transition guards evaluated
- Before callbacks – Event-level before hooks
- State transition – Actual state change occurs
- After callbacks – Event-level after hooks
- Around AfterSuccess – Runs last, guaranteed to execute after successful transition
Aborting Transitions:
Around callbacks at the Before stage can abort transitions by returning AroundOutcome::Abort:
use state_machines::{
state_machine,
core::{AroundStage, AroundOutcome, TransitionError},
};
state_machine! {
name: Guarded,
initial: Start,
states: [Start, End],
events {
advance {
around: [abort_guard],
transition: { from: Start, to: End }
}
}
}
impl<C, S> Guarded<C, S> {
fn abort_guard(&self, stage: AroundStage) -> AroundOutcome<Start> {
match stage {
AroundStage::Before => {
// Abort at Before stage
AroundOutcome::Abort(TransitionError::guard_failed(
Start,
"advance",
"abort_guard",
))
}
AroundStage::AfterSuccess => {
// Won't be called when Before aborts
AroundOutcome::Proceed
}
}
}
}
fn main() {
let machine = Guarded::new(());
let result = machine.advance();
assert!(result.is_err());
let (_machine, err) = result.unwrap_err();
assert_eq!(err.guard, "abort_guard");
}Distinguishing Error Types:
Around callbacks preserve the full TransitionErrorKind, allowing you to distinguish between guard failures and action failures:
use state_machines::{
state_machine,
core::{AroundStage, AroundOutcome, TransitionError, TransitionErrorKind},
};
state_machine! {
name: Workflow,
initial: Pending,
states: [Pending, Validated, Complete],
events {
validate {
around: [validation_wrapper],
transition: { from: Pending, to: Validated }
}
}
}
impl<C, S> Workflow<C, S> {
fn validation_wrapper(&self, stage: AroundStage) -> AroundOutcome<Pending> {
match stage {
AroundStage::Before => {
// Abort with ActionFailed (not GuardFailed)
AroundOutcome::Abort(TransitionError {
from: Pending,
event: "validate",
kind: TransitionErrorKind::ActionFailed {
action: "validation_wrapper",
},
})
}
AroundStage::AfterSuccess => AroundOutcome::Proceed,
}
}
}
fn main() {
let workflow = Workflow::new(());
let result = workflow.validate();
if let Err((_workflow, err)) = result {
// Inspect the error kind to distinguish failure types
match err.kind {
TransitionErrorKind::GuardFailed { guard } => {
println!("Guard '{}' prevented transition", guard);
}
TransitionErrorKind::ActionFailed { action } => {
println!("Action '{}' aborted transition", action);
}
TransitionErrorKind::InvalidTransition => {
println!("Invalid state transition");
}
}
}
}Use Cases:
- Database transactions – Begin/commit semantics
- Resource locking – Acquire before, release after
- Logging/tracing – Instrument transitions
- Performance monitoring – Measure transition duration
- Validation – Pre/post-condition checks
- Cleanup – Ensure resources are released after transition
Multiple Around Callbacks:
You can specify multiple around callbacks that all execute in order:
state_machine! {
name: Multi,
initial: X,
states: [X, Y],
events {
go {
around: [logging_wrapper, metrics_wrapper, transaction_wrapper],
transition: { from: X, to: Y }
}
}
}All Before stages run in order, then the transition, then all AfterSuccess stages.
Performance:
Around callbacks achieve zero-cost abstraction when optimized:
| Configuration | Overhead | Notes |
|---|---|---|
| Single around callback | ~411 ps | Same as simple transition |
| Multiple around callbacks (3) | ~411 ps | Compiler optimizes away empty wrappers |
| Around + guards + callbacks | ~412 ps | All features combined, negligible overhead |
See state-machines/benches/typestate_transitions.rs for detailed benchmarks.
While the typestate pattern provides excellent compile-time safety, sometimes you need runtime flexibility when events come from external sources (user input, network messages, event queues). Dynamic dispatch mode solves this by generating a runtime wrapper alongside your typestate machine.
Use Typestate When:
- ✅ Control flow is known at compile time
- ✅ Want maximum type safety
- ✅ Performance critical (zero overhead)
- ✅ Building DSLs or configuration pipelines
Use Dynamic When:
- ✅ Events from external sources (UI, network, queues)
- ✅ Runtime event routing/dispatch
- ✅ Need to store machines in collections
- ✅ Building event-driven systems or GUIs
Use Both When:
- ✅ Type-safe setup phase, then dynamic runtime
- ✅ Want compile-time safety where possible
Dynamic dispatch is opt-in to keep binaries small by default. Enable it via:
Option 1: Explicit in macro (always generates dynamic code)
state_machine! {
name: TrafficLight,
dynamic: true, // ← Enable dynamic dispatch
initial: Red,
states: [Red, Yellow, Green],
events { /* ... */ }
}Option 2: Cargo feature flag (conditional compilation)
[dependencies]
state-machines = { version = "0.6", features = ["dynamic"] }With the feature flag enabled, ALL state machines get dynamic dispatch without explicit dynamic: true.
use state_machines::state_machine;
state_machine! {
name: TrafficLight,
dynamic: true,
initial: Red,
states: [Red, Yellow, Green],
events {
next {
transition: { from: Red, to: Green }
transition: { from: Green, to: Yellow }
transition: { from: Yellow, to: Red }
}
}
}
fn main() {
// Create dynamic machine
let mut light = DynamicTrafficLight::new(());
// Runtime event dispatch
light.handle(TrafficLightEvent::Next).unwrap();
assert_eq!(light.current_state(), "Green");
light.handle(TrafficLightEvent::Next).unwrap();
assert_eq!(light.current_state(), "Yellow");
light.handle(TrafficLightEvent::Next).unwrap();
assert_eq!(light.current_state(), "Red");
}When dynamic: true is set, the macro generates:
- Event Enum – Runtime representation of events
pub enum TrafficLightEvent {
Next,
// With payloads:
// SetSpeed(u32),
}- Dynamic Machine – Runtime dispatch wrapper
pub struct DynamicTrafficLight<C> {
// Internal state wrapper
}
impl<C: Default> DynamicTrafficLight<C> {
pub fn new(ctx: C) -> Self { /* ... */ }
pub fn handle(&mut self, event: TrafficLightEvent) -> Result<(), DynamicError> { /* ... */ }
pub fn current_state(&self) -> &'static str { /* ... */ }
}- Conversion Methods – Switch between modes
impl<C> TrafficLight<C, Red> {
pub fn into_dynamic(self) -> DynamicTrafficLight<C> { /* ... */ }
}
impl<C> DynamicTrafficLight<C> {
pub fn into_red(self) -> Result<TrafficLight<C, Red>, Self> { /* ... */ }
pub fn into_yellow(self) -> Result<TrafficLight<C, Yellow>, Self> { /* ... */ }
pub fn into_green(self) -> Result<TrafficLight<C, Green>, Self> { /* ... */ }
}Convert from typestate to dynamic when you need runtime flexibility:
// Start with typestate for setup
let light = TrafficLight::new(());
// Type: TrafficLight<(), Red>
// Perform type-safe transitions
let light = light.next().unwrap();
// Type: TrafficLight<(), Green>
// Convert to dynamic for event loop
let mut dynamic_light = light.into_dynamic();
// Now handle runtime events
loop {
let event = receive_event(); // From network, user input, etc
match dynamic_light.handle(event) {
Ok(()) => println!("Transitioned to {}", dynamic_light.current_state()),
Err(e) => eprintln!("Transition failed: {:?}", e),
}
}Convert back to typestate when you know the current state:
let mut dynamic = DynamicTrafficLight::new(());
dynamic.handle(TrafficLightEvent::Next).unwrap();
// Extract typed machine if in Green state
if let Ok(typed) = dynamic.into_green() {
// Type: TrafficLight<(), Green>
// Now have compile-time guarantees again
let _ = typed.next();
}A common pattern is using dynamic mode with external event sources:
use state_machines::{state_machine, DynamicError};
state_machine! {
name: Connection,
dynamic: true,
initial: Disconnected,
states: [Disconnected, Connecting, Connected, Failed],
events {
connect {
transition: { from: Disconnected, to: Connecting }
}
established {
transition: { from: Connecting, to: Connected }
}
timeout {
transition: { from: Connecting, to: Failed }
}
disconnect {
transition: { from: [Connecting, Connected], to: Disconnected }
}
}
}
fn handle_network_events(conn: &mut DynamicConnection<()>) {
// Receive events from network layer
let events = vec![
ConnectionEvent::Connect,
ConnectionEvent::Established,
ConnectionEvent::Disconnect,
];
for event in events {
match conn.handle(event) {
Ok(()) => {
println!("State: {}", conn.current_state());
}
Err(DynamicError::InvalidTransition { from, event }) => {
eprintln!("Can't {} from {}", event, from);
}
Err(DynamicError::GuardFailed { guard, event }) => {
eprintln!("Guard {} failed for {}", guard, event);
}
Err(DynamicError::ActionFailed { action, event }) => {
eprintln!("Action {} failed for {}", action, event);
}
}
}
}
fn main() {
let mut conn = DynamicConnection::new(());
handle_network_events(&mut conn);
}Dynamic mode provides DynamicError with three variants:
pub enum DynamicError {
InvalidTransition { from: &'static str, event: &'static str },
GuardFailed { guard: &'static str, event: &'static str },
ActionFailed { action: &'static str, event: &'static str },
}Unlike typestate mode (which returns the old machine on error), dynamic mode keeps the machine in a valid state:
let mut machine = DynamicTrafficLight::new(());
// Invalid transition
let result = machine.handle(TrafficLightEvent::Next); // Red → Green (valid)
assert!(result.is_ok());
// Machine is now in Green state, regardless of success/failure
assert_eq!(machine.current_state(), "Green");| Mode | Overhead | Safety | Use Case |
|---|---|---|---|
| Typestate | Zero (PhantomData) | Compile-time | Known sequences |
| Dynamic | Enum match (~few ns) | Runtime | Event-driven |
Dynamic mode adds minimal runtime overhead (enum discriminant check + match). For most applications, this is negligible compared to the actual business logic.
This library provides both modes:
- Typestate by default – Zero-cost abstractions, compile-time safety
- Dynamic opt-in – Runtime flexibility when needed
- Seamless conversion – Switch modes as requirements change
You're never forced to choose one over the other. Start with typestate for safety, convert to dynamic for flexibility, and back again when you need guarantees.
If you're coming from Ruby, here's how the concepts map:
class Vehicle
state_machine :state, initial: :parked do
event :ignite do
transition parked: :idling
end
before_transition parked: :idling, do: :check_fuel
end
def check_fuel
puts "Checking fuel..."
end
end
# Usage
vehicle = Vehicle.new
vehicle.ignite # Mutates vehicle in placeuse state_machines::state_machine;
state_machine! {
name: Vehicle,
initial: Parked,
states: [Parked, Idling],
events {
ignite {
before: [check_fuel],
transition: { from: Parked, to: Idling }
}
}
}
impl<C, S> Vehicle<C, S> {
fn check_fuel(&self) {
println!("Checking fuel...");
}
}
fn main() {
// Type: Vehicle<Parked>
let vehicle = Vehicle::new(());
// Type: Vehicle<Idling>
let vehicle = vehicle.ignite().unwrap();
}Key Differences:
- Typestate pattern: Each state is encoded in the type system (
Vehicle<Parked>vsVehicle<Idling>) - Move semantics: Transitions consume the old state and return a new one
- Compile-time validation: Can't call
ignite()twice - second call won't compile! - Zero overhead: PhantomData optimizes away completely
- Explicit errors: Guards return
Result<Machine<NewState>, (Machine<OldState>, GuardError)> - No mutation: Callbacks take
&self, not&mut self(machine is consumed by transition)
Works on embedded targets like ESP32:
#![no_std]
use state_machines::state_machine;
state_machine! {
name: LedController,
initial: Off,
states: [Off, On, Blinking],
events {
toggle { transition: { from: Off, to: On } }
blink { transition: { from: On, to: Blinking } }
}
}
fn embedded_main() {
// Type: LedController<Off>
let led = LedController::new(());
// Type: LedController<On>
let led = led.toggle().unwrap();
// Type: LedController<Blinking>
let led = led.blink().unwrap();
// Wire up to GPIO pins...
}
# fn main() {} // For doctest- Disable default features:
state-machines = { version = "0.6", default-features = false } - The library uses no allocator - purely stack-based with zero-sized state markers
- CI runs
cargo build --no-default-featuresto prevent std regressions - See
examples/no_std_flight/for a complete embedded example
This library achieves true zero-cost abstractions for typestate mode:
| Feature | Overhead | Notes |
|---|---|---|
| Typestate mode | ||
| Guards | ~0 ps | Compiled to inline comparisons |
| Callbacks | ~0 ps | Compiled to inline function calls |
| Around callbacks | ~0 ps | Compiled to inline function calls |
| Hierarchical transitions | ~3-4 ns | Minimal cost for storage lifecycle |
| State data access | ~1 ns | Direct field access |
| Dynamic mode | ||
| Event dispatch | ~few ns | Enum match + method call |
| State introspection | ~0 ps | Direct field access |
Guards, callbacks, and around callbacks in typestate mode add literally zero runtime overhead - the compiler optimizes them completely. Dynamic mode adds minimal overhead (enum matching), typically under 10ns per transition.
Run benchmarks yourself:
cargo bench --bench typestate_transitionsContributions are welcome! This is a learning project, so:
- Keep comments – Explain why, not just what
- Show Rust idioms – If something is unidiomatic, fix it and document the correct pattern
- Test thoroughly – All tests must pass (
cargo test --workspace) - Compare to Ruby – If you're changing behavior, note how it differs from the Ruby gem
Licensed under either of:
- Apache License, Version 2.0 (LICENSE-APACHE or http://www.apache.org/licenses/LICENSE-2.0)
- MIT license (LICENSE-MIT or http://opensource.org/licenses/MIT)
at your option.