typestate 0.5.3

A proc macro DSL for typestates
Documentation
# `#[typestate]`

[<img alt="github" src="https://img.shields.io/badge/github-rustype/typestate-8da0cb?style=flat-square&logo=github">](https://github.com/rustype/typestate-rs)
[<img alt="" src="https://img.shields.io/badge/docs.rs-typestate-success?style=flat-square">](https://docs.rs/typestate)
[<img alt="" src="https://img.shields.io/crates/v/typestate?style=flat-square">](https://crates.io/crates/typestate)

This library provides developers with a macro to design typestated objects.

```toml
[dependencies]
typestate = "0.5"
```

*Compiler support: requires rustc 1.51+*

## Introduction

Are you frustrated with `IllegalStateException`s in Java?

Typestates allow you to define *safe* usage protocols for your objects.
The compiler will help you on your journey and disallow errors on given states.
You will no longer be able to try and read from closed streams.

`#[typestate]` builds on ideas from the [`state_machine_future`](https://github.com/fitzgen/state_machine_future) crate.
If typestates are so useful, why not use them with limit them to `Future`s?

### Typestates in Rust

Typestates are not a new concept to Rust.
There are several blog posts on the subject
[[1](https://yoric.github.io/post/rust-typestate/),
[2](http://cliffle.com/blog/rust-typestate/),
[3](https://rustype.github.io/notes/notes/rust-typestate-series/rust-typestate-index)]
as well as a [chapter](https://docs.rust-embedded.org/book/static-guarantees/typestate-programming.html) in *The Embedded Rust Book*.

In short, we can write typestates by hand, we add some generics here and there,
declare them as a "*state*" and in the end we can keep living our lives with our new state machine.

This approach however is *error-prone* and *verbose* (especially with bigger automata).
It also provides *no* guarantees about the automata, unless of course, you designed and tested the design previously.

As programmers, we want to automate this cumbersome job and to do so, we use Rust's powerful procedural macros!

## Basic Guide

Consider we are tasked with building the firmware for a traffic light,
we can turn it on and off and cycle between Green, Yellow and Red.

We first declare a module with the `#[typestate]` macro attached to it.
```rust
#[typestate]
mod traffic_light {}
```

This of course does nothing, in fact it will provide you an error,
saying that we haven't declared an *automata*.

And so, our next task is to do that.
Inside our `traffic_light` module we declare a structure annotated with `#[automata]`.
```rust
#[automata]
pub struct TrafficLight;
```

Our next step is to declare the states.
We declare three empty structures annotated with `"[state]`.
```rust
#[state] pub struct Green;
#[state] pub struct Yellow;
#[state] pub struct Red;
```

So far so good, however some errors should appear, regarding the lack of initial and final states.

To declare initial and final states we need to see them as describable by transitions.
Whenever an object is created, the method that created leaves the object in the *initial* state.
Equally, whenever a method consumes an object and does not return it (or a similar version of it),
it made the object reach the *final* state.

With this in mind we can lay down the following rules:
- Functions that *do not* take a valid state (i.e. `self`) and return a valid state, describe an initial state.
- Functions that take a valid state (i.e. `self`) and *do not* return a valid state, describe a final state.

So we write the following function signatures:
```rust
fn turn_on() -> Red;
fn turn_off(self);
```

However, these are *free* functions, meaning that `self` relates to nothing.
To attach them to a state we wrap them around a `trait` with the name of the state they are supposed to be attached to.
So our previous example becomes:
```rust
trait Red {
    fn turn_on() -> Red;
    fn turn_off(self);
}
```

*Before we go further, a quick review:*
> - The module is annotated with `#[typestate]` enabling the DSL.
> - To declare the main automaton we attach `#[automata]` to a structure.
> - The states are declared by attaching `#[state]`.
> - State functions are declared through traits that share the same name.
> - Initial and final states are declared by functions with a "special" signature.

Finally, we need to address how states transition between each other.
An astute reader might have inferred that we can consume one state and return another,
such reader would be 100% correct.

For example, to transition between the `Red` state and the `Green` we do:
```rust
trait Red {
    fn to_green(self) -> Green;
}
```

Building on this we can finish the other states:
```rust
pub trait Green {
    fn to_yellow(self) -> Yellow;
}

pub trait Yellow {
    fn to_red(self) -> Red;
}

pub trait Red {
    fn to_green(self) -> Green;
    fn turn_on() -> Red;
    fn turn_off(self);
}
```

And the full code becomes:

```rust
#[typestate]
mod traffic_light {
    #[automata]
    pub struct TrafficLight {
        pub cycles: u64,
    }

    #[state] pub struct Green;
    #[state] pub struct Yellow;
    #[state] pub struct Red;

    pub trait Green {
        fn to_yellow(self) -> Yellow;
    }

    pub trait Yellow {
        fn to_red(self) -> Red;
    }

    pub trait Red {
        fn to_green(self) -> Green;
        fn turn_on() -> Red;
        fn turn_off(self);
    }
}
```

The code above will generate:
- Expand the main structure with a `state: State` field.
- A sealed trait which disallows states from being added *externally*.
- Traits for each state, providing the described functions.

## Advanced Guide

There are some features which may be helpful when describing a typestate.
There are two main features that weren't discussed yet.

### Self-transitioning functions
Putting it simply, states may require to mutate themselves without transitioning, or maybe we require a simple getter.
To declare methods for that purpose, we can use functions that take references (mutable or not) to `self`.

Consider the following example where we have a flag that can be up or not.
We have two functions, one checks if the flag is up, the other, sets the flag up.

```rust
#[state] struct Flag {
    up: bool
}

impl Flag {
    fn is_up(&self) -> bool;
    fn set_up(&mut self);
}
```

As these functions do not change the typestate state,
they transition back to the current state.

### Non-deterministic transitions
Consider that a typestate relies on an external component that can fail, to model that, one would use `Result<T>`.
However, we need our typestate to transition between known states, so we declare two things:
- An `Error` state along with the other states.
- An `enum` to represent the bifurcation of states.

```rust
#[state] struct Error {
    message: String
}

enum OperationResult {
    State, Error
}
```

Inside the enumeration there can only be other valid states and only `Unit` style variants are supported.

## Attributes

This is the list of attributes that can be used along `#[typestate]`:
- `#[typestate]`: the main attribute macro, without attribute parameters.
- `#[typestate(enumerate = "...")]`: this option makes the macro generate an additional `enum`,
  the `enum` enables working with variables and structures "generic" to the state.
  - The parameter can be declared *with* or *without* a string literal, if declared with the string,
    that string will be used as identifier to the `enum`.
  - If the parameter is used with an *empty string* or *without* a string, the default behavior is to prepend an `E` to the
- `#[typestate(state_constructors = "...")`: this option generates basic constructors for states with fields.

## Features
The cargo features you can enable:
- `typestate_debug` will generate a `.dot` file of your state machine.


## Typestate Visualization

- [`examples/light_bulb.rs`]examples/light_bulb.rs

![](assets/LightBulb.svg)

- [`examples/smart_bulb.rs`]examples/smart_bulb.rs

![](assets/SmartBulb.svg)