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#statemachines — Public Fediverse posts

Live and recent posts from across the Fediverse tagged #statemachines, aggregated by home.social.

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  1. Excited to share that I'll be speaking at Longhorn PHP Conference 2026 in Austin this October!

    My talk, "Stop Controlling Workflows with If Statements: State Machines in PHP," explores how to replace scattered status flags and conditional logic with explicit, testable state machines.

    #PHP #StateMachines #SoftwareArchitecture #DevOps #LonghornPHP #BackendDevelopment #CleanCode

  2. Excited to share that I'll be speaking at Longhorn PHP Conference 2026 in Austin this October!

    My talk, "Stop Controlling Workflows with If Statements: State Machines in PHP," explores how to replace scattered status flags and conditional logic with explicit, testable state machines.

    #PHP #StateMachines #SoftwareArchitecture #DevOps #LonghornPHP #BackendDevelopment #CleanCode

  3. Release: fsm-toolkit v0.9.5

    fsm-toolkit is a Go toolkit for designing and analysing finite state machines. It provides a CLI tool (fsm) and a full TUI editor (fsmedit) supporting DFA, NFA, Mealy, and Moore machines — with multi-machine bundles, cross-machine linking, and a component system backed by reusable class libraries.

    Repo:

    github.com/ha1tch/fsm-toolkit#

    This is the biggest release since the project's inception bringing a component-oriented workflow to FSM design. You can now drag 74xx-series digital logic parts from a library drawer, assign typed properties to states, link machines into bundles, and manage it all from the TUI. Builds and releases for 12 platforms are now fully automated.

    New: Editor Manual

    github.com/ha1tch/fsm-toolkit/

    New: Workflow Guide

    github.com/ha1tch/fsm-toolkit/

    Highlights

    % Multi-document bundles with import and cross-machine navigation
    % Class and property system with 7 typed fields
    % Component drawer with drag-and-drop instantiation
    % 74xx-series class libraries (49 components across 7 families)
    % Machine manager with rename/delete and link propagation
    % Settings screen with vocabulary customisation and library loading
    % Improved TUI layout engine with cell-grid metrics
    % CI/CD pipeline targeting 12 platforms (Linux, macOS, Windows, FreeBSD, OpenBSD, NetBSD)
    % Separate CLI and editor manuals
    % 261+ tests passing

    Changelog:

    github.com/ha1tch/fsm-toolkit/

    #golang #foss #programming #compsci #fsm #digitallogic #tui #statemachines #electronics

  4. Release: fsm-toolkit v0.9.5

    fsm-toolkit is a Go toolkit for designing and analysing finite state machines. It provides a CLI tool (fsm) and a full TUI editor (fsmedit) supporting DFA, NFA, Mealy, and Moore machines — with multi-machine bundles, cross-machine linking, and a component system backed by reusable class libraries.

    Repo:

    github.com/ha1tch/fsm-toolkit#

    This is the biggest release since the project's inception bringing a component-oriented workflow to FSM design. You can now drag 74xx-series digital logic parts from a library drawer, assign typed properties to states, link machines into bundles, and manage it all from the TUI. Builds and releases for 12 platforms are now fully automated.

    New: Editor Manual

    github.com/ha1tch/fsm-toolkit/

    New: Workflow Guide

    github.com/ha1tch/fsm-toolkit/

    Highlights

    % Multi-document bundles with import and cross-machine navigation
    % Class and property system with 7 typed fields
    % Component drawer with drag-and-drop instantiation
    % 74xx-series class libraries (49 components across 7 families)
    % Machine manager with rename/delete and link propagation
    % Settings screen with vocabulary customisation and library loading
    % Improved TUI layout engine with cell-grid metrics
    % CI/CD pipeline targeting 12 platforms (Linux, macOS, Windows, FreeBSD, OpenBSD, NetBSD)
    % Separate CLI and editor manuals
    % 261+ tests passing

    Changelog:

    github.com/ha1tch/fsm-toolkit/

    #golang #foss #programming #compsci #fsm #digitallogic #tui #statemachines #electronics

  5. Release: fsm-toolkit v0.9.5

    fsm-toolkit is a Go toolkit for designing and analysing finite state machines. It provides a CLI tool (fsm) and a full TUI editor (fsmedit) supporting DFA, NFA, Mealy, and Moore machines — with multi-machine bundles, cross-machine linking, and a component system backed by reusable class libraries.

    Repo:

    github.com/ha1tch/fsm-toolkit#

    This is the biggest release since the project's inception bringing a component-oriented workflow to FSM design. You can now drag 74xx-series digital logic parts from a library drawer, assign typed properties to states, link machines into bundles, and manage it all from the TUI. Builds and releases for 12 platforms are now fully automated.

    New: Editor Manual

    github.com/ha1tch/fsm-toolkit/

    New: Workflow Guide

    github.com/ha1tch/fsm-toolkit/

    Highlights

    % Multi-document bundles with import and cross-machine navigation
    % Class and property system with 7 typed fields
    % Component drawer with drag-and-drop instantiation
    % 74xx-series class libraries (49 components across 7 families)
    % Machine manager with rename/delete and link propagation
    % Settings screen with vocabulary customisation and library loading
    % Improved TUI layout engine with cell-grid metrics
    % CI/CD pipeline targeting 12 platforms (Linux, macOS, Windows, FreeBSD, OpenBSD, NetBSD)
    % Separate CLI and editor manuals
    % 261+ tests passing

    Changelog:

    github.com/ha1tch/fsm-toolkit/

    #golang #foss #programming #compsci #fsm #digitallogic #tui #statemachines #electronics

  6. Release: fsm-toolkit v0.9.5

    fsm-toolkit is a Go toolkit for designing and analysing finite state machines. It provides a CLI tool (fsm) and a full TUI editor (fsmedit) supporting DFA, NFA, Mealy, and Moore machines — with multi-machine bundles, cross-machine linking, and a component system backed by reusable class libraries.

    Repo:

    github.com/ha1tch/fsm-toolkit#

    This is the biggest release since the project's inception bringing a component-oriented workflow to FSM design. You can now drag 74xx-series digital logic parts from a library drawer, assign typed properties to states, link machines into bundles, and manage it all from the TUI. Builds and releases for 12 platforms are now fully automated.

    New: Editor Manual

    github.com/ha1tch/fsm-toolkit/

    New: Workflow Guide

    github.com/ha1tch/fsm-toolkit/

    Highlights

    % Multi-document bundles with import and cross-machine navigation
    % Class and property system with 7 typed fields
    % Component drawer with drag-and-drop instantiation
    % 74xx-series class libraries (49 components across 7 families)
    % Machine manager with rename/delete and link propagation
    % Settings screen with vocabulary customisation and library loading
    % Improved TUI layout engine with cell-grid metrics
    % CI/CD pipeline targeting 12 platforms (Linux, macOS, Windows, FreeBSD, OpenBSD, NetBSD)
    % Separate CLI and editor manuals
    % 261+ tests passing

    Changelog:

    github.com/ha1tch/fsm-toolkit/

    #golang #foss #programming #compsci #fsm #digitallogic #tui #statemachines #electronics

  7. Release: fsm-toolkit v0.9.5

    fsm-toolkit is a Go toolkit for designing and analysing finite state machines. It provides a CLI tool (fsm) and a full TUI editor (fsmedit) supporting DFA, NFA, Mealy, and Moore machines — with multi-machine bundles, cross-machine linking, and a component system backed by reusable class libraries.

    Repo:

    github.com/ha1tch/fsm-toolkit#

    This is the biggest release since the project's inception bringing a component-oriented workflow to FSM design. You can now drag 74xx-series digital logic parts from a library drawer, assign typed properties to states, link machines into bundles, and manage it all from the TUI. Builds and releases for 12 platforms are now fully automated.

    New: Editor Manual

    github.com/ha1tch/fsm-toolkit/

    New: Workflow Guide

    github.com/ha1tch/fsm-toolkit/

    Highlights

    % Multi-document bundles with import and cross-machine navigation
    % Class and property system with 7 typed fields
    % Component drawer with drag-and-drop instantiation
    % 74xx-series class libraries (49 components across 7 families)
    % Machine manager with rename/delete and link propagation
    % Settings screen with vocabulary customisation and library loading
    % Improved TUI layout engine with cell-grid metrics
    % CI/CD pipeline targeting 12 platforms (Linux, macOS, Windows, FreeBSD, OpenBSD, NetBSD)
    % Separate CLI and editor manuals
    % 261+ tests passing

    Changelog:

    github.com/ha1tch/fsm-toolkit/

    #golang #foss #programming #compsci #fsm #digitallogic #tui #statemachines #electronics

  8. NES Games & State Machines
    A couple of years ago gamedev channel NesHacker did a video on how everything in your typical NES game is really a pile of state machines, concurrent ones, nested ones, bunches and bunches of them. If you have any interest in NES coding at all, it's worth a look. (8½ minutes)

    youtube.com/watch?v=8lZ53Sx5oc0

    The chief differen
    setsideb.com/nes-games-state-m
    #development #retro #development #nes #NESHacker #retro #StateMachines

  9. NES Games & State Machines
    A couple of years ago gamedev channel NesHacker did a video on how everything in your typical NES game is really a pile of state machines, concurrent ones, nested ones, bunches and bunches of them. If you have any interest in NES coding at all, it's worth a look. (8½ minutes)

    youtube.com/watch?v=8lZ53Sx5oc0

    The chief differen
    setsideb.com/nes-games-state-m
    #development #retro #development #nes #NESHacker #retro #StateMachines

  10. NES Games & State Machines
    A couple of years ago gamedev channel NesHacker did a video on how everything in your typical NES game is really a pile of state machines, concurrent ones, nested ones, bunches and bunches of them. If you have any interest in NES coding at all, it's worth a look. (8½ minutes)

    youtube.com/watch?v=8lZ53Sx5oc0

    The chief differen
    setsideb.com/nes-games-state-m
    #development #retro #development #nes #NESHacker #retro #StateMachines

  11. NES Games & State Machines
    A couple of years ago gamedev channel NesHacker did a video on how everything in your typical NES game is really a pile of state machines, concurrent ones, nested ones, bunches and bunches of them. If you have any interest in NES coding at all, it's worth a look. (8½ minutes)

    youtube.com/watch?v=8lZ53Sx5oc0

    The chief differen
    setsideb.com/nes-games-state-m
    #development #retro #development #nes #NESHacker #retro #StateMachines

  12. 🆕 Don’t put off migrating from XState v4 to v5 any longer!

    Kevin has created a detailed step-by-step guide to walk you through migrating your machines from beginning to end:

    stately.ai/blog/2024-02-02-mig

    #XState #XStateV4 #XStateV5 #JavaScript #stateMachines

  13. 🆕 Don’t put off migrating from XState v4 to v5 any longer!

    Kevin has created a detailed step-by-step guide to walk you through migrating your machines from beginning to end:

    stately.ai/blog/2024-02-02-mig

    #XState #XStateV4 #XStateV5 #JavaScript #stateMachines

  14. 🆕 Don’t put off migrating from XState v4 to v5 any longer!

    Kevin has created a detailed step-by-step guide to walk you through migrating your machines from beginning to end:

    stately.ai/blog/2024-02-02-mig

    #XState #XStateV4 #XStateV5 #JavaScript #stateMachines

  15. 🆕 Don’t put off migrating from XState v4 to v5 any longer!

    Kevin has created a detailed step-by-step guide to walk you through migrating your machines from beginning to end:

    stately.ai/blog/2024-02-02-mig

    #XState #XStateV4 #XStateV5 #JavaScript #stateMachines

  16. 🪄 You can now import a state machine from a GitHub file, make changes in Stately Studio, and make a pull request back to GitHub without touching any code.

    Want to find out how? Read @laura’s latest post:

    stately.ai/blog/2024-02-07-sin

    #stately #stateMachines #GitHub #visualization #diagramming

  17. 🪄 You can now import a state machine from a GitHub file, make changes in Stately Studio, and make a pull request back to GitHub without touching any code.

    Want to find out how? Read @laura’s latest post:

    stately.ai/blog/2024-02-07-sin

    #stately #stateMachines #GitHub #visualization #diagramming

  18. 🪄 You can now import a state machine from a GitHub file, make changes in Stately Studio, and make a pull request back to GitHub without touching any code.

    Want to find out how? Read @laura’s latest post:

    stately.ai/blog/2024-02-07-sin

    #stately #stateMachines #GitHub #visualization #diagramming

  19. 💡 Ever wondered how other teams use state machines?

    Gavin spoke to three teams using Stately. Check out the case studies on our blog: stately.ai/blog/tags/case-stud #Stately #stateMachines #diagrams #visualizations #workflows

  20. 💡 Ever wondered how other teams use state machines?

    Gavin spoke to three teams using Stately. Check out the case studies on our blog: stately.ai/blog/tags/case-stud #Stately #stateMachines #diagrams #visualizations #workflows

  21. 💡 Ever wondered how other teams use state machines?

    Gavin spoke to three teams using Stately. Check out the case studies on our blog: stately.ai/blog/tags/case-stud #Stately #stateMachines #diagrams #visualizations #workflows

  22. 🆕 Embed Figma designs in Stately states and they’ll stay in sync!

    Read all about embedding Figma designs in Nick’s latest blog post:

    stately.ai/blog/2024-01-24-emb

    #stately #figma #stateMachines #statecharts #visualization

  23. 🆕 Embed Figma designs in Stately states and they’ll stay in sync!

    Read all about embedding Figma designs in Nick’s latest blog post:

    stately.ai/blog/2024-01-24-emb

    #stately #figma #stateMachines #statecharts #visualization