npm package discovery and stats viewer.

Discover Tips

  • General search

    [free text search, go nuts!]

  • Package details

    pkg:[package-name]

  • User packages

    @[username]

Sponsor

Optimize Toolset

I’ve always been into building performant and accessible sites, but lately I’ve been taking it extremely seriously. So much so that I’ve been building a tool to help me optimize and monitor the sites that I build to make sure that I’m making an attempt to offer the best experience to those who visit them. If you’re into performant, accessible and SEO friendly sites, you might like it too! You can check it out at Optimize Toolset.

About

Hi, 👋, I’m Ryan Hefner  and I built this site for me, and you! The goal of this site was to provide an easy way for me to check the stats on my npm packages, both for prioritizing issues and updates, and to give me a little kick in the pants to keep up on stuff.

As I was building it, I realized that I was actually using the tool to build the tool, and figured I might as well put this out there and hopefully others will find it to be a fast and useful way to search and browse npm packages as I have.

If you’re interested in other things I’m working on, follow me on Twitter or check out the open source projects I’ve been publishing on GitHub.

I am also working on a Twitter bot for this site to tweet the most popular, newest, random packages from npm. Please follow that account now and it will start sending out packages soon–ish.

Open Software & Tools

This site wouldn’t be possible without the immense generosity and tireless efforts from the people who make contributions to the world and share their work via open source initiatives. Thank you 🙏

© 2025 – Pkg Stats / Ryan Hefner

@osvec/nostate

v0.1.1

Published

A state machine library for typescript.

Downloads

4

Readme

NoState

A state machine library for typescript.

Install

npm

npm install @osvec/nostate

yarn

yarn add @osvec/nostate

Example

Suppose you are implementing a player module, the state diagram may look like this.

state diagram

Then, your code will be as follows, these actions are performed only in the appropriate state.


import { Event, StateMachine } from "@osvec/nostate";

// define state
type State = "idle" | "playing" | "paused" | "released"; 

export interface StateChangedCallback<S> {
  (preState: S, targetState: S): void;
}

export interface FireFailedCallback<S> {
  (currentState: S, eventName: string): void;
}

export class Player {
  private stateMachine: StateMachine<State>;
  private stateChangedCallback?: StateChangedCallback<State>;
  private fireFailedCallback?: FireFailedCallback<State>;

  // define event
  private startEvent: Event<string>;
  private stopEvent: Event;
  private pauseEvent: Event;
  private resumeEvent: Event;
  private releaseEvent: Event;

  constructor() {
    this.stateMachine = new StateMachine<State>();

    this.startEvent = {
      name: "start",
      action: this.realStart,
    };
    this.stopEvent = {
      name: "stop",
      action: this.realStop,
    };
    this.pauseEvent = {
      name: "pause",
      action: this.realPause,
    };
    this.resumeEvent = {
      name: "resume",
      action: this.realResume,
    };
    this.releaseEvent = {
      name: "release",
      action: this.realRelease,
    };

    // config transitions and initial state
    this.stateMachine.configure({
      initialState: "idle",
      transitions: [
        { source: "idle", event: this.startEvent, target: "playing" },
        { source: "idle", event: this.releaseEvent, target: "released" },
        { source: "playing", event: this.pauseEvent, target: "paused" },
        { source: "playing", event: this.stopEvent, target: "idle" },
        { source: "playing", event: this.releaseEvent, target: "released" },
        { source: "paused", event: this.resumeEvent, target: "playing" },
        { source: "paused", event: this.stopEvent, target: "idle" },
        { source: "paused", event: this.releaseEvent, target: "released" },
      ],
    });

    this.stateMachine.on("stateChanged", (preState, targetState) => {
      console.log(`on state changed ${preState} -> ${targetState}`);
      this.stateChangedCallback?.(preState, targetState);
    });
    this.stateMachine.on("fireFailed", (currentState, event) => {
      console.log(`can't call ${event} at state ${currentState}`);
      this.fireFailedCallback?.(currentState, event);
    });
  }

  start(album: string) {
    this.stateMachine.fire(this.startEvent, album);
  }

  stop() {
    this.stateMachine.fire(this.stopEvent);
  }

  pause() {
    this.stateMachine.fire(this.pauseEvent);
  }

  resume() {
    this.stateMachine.fire(this.resumeEvent);
  }

  release() {
    this.stateMachine.fire(this.releaseEvent);
  }

  getState() {
    return this.stateMachine.getCurrentState();
  }

  on(type: "stateChanged", callback: StateChangedCallback<State>): void;
  on(type: "fireFailed", callback: FireFailedCallback<State>): void;
  on(type: "stateChanged" | "fireFailed", callback: StateChangedCallback<State> | FireFailedCallback<State>) {
    if (type === "stateChanged") {
      this.stateChangedCallback = callback as StateChangedCallback<State>;
    } else if (type === "fireFailed") {
      this.fireFailedCallback = callback as FireFailedCallback<State>;
    }
  }

  private realStart(album: string) {
    console.log(`real start: ${album}`);
  }
  private realStop() {
    console.log(`real stop`);
  }
  private realPause() {
    console.log(`real pause`);
  }
  private realResume() {
    console.log(`real resume`);
  }
  private realRelease() {
    console.log(`real release`);
  }
}