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README.md

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@@ -73,10 +73,10 @@ This example will create an object with 2 event methods:
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The `rest` event will always transition to the `hungry` state, while the `eat` event
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will transition to a state that is dependent on the current state.
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>> NOTE: The `rest` event could use a wildcard '*' for the 'from' state if it should be
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> NOTE: The `rest` event could use a wildcard '*' for the 'from' state if it should be
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allowed from any current state.
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>> NOTE: The `rest` event in the above example can also be specified as multiple events with
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> NOTE: The `rest` event in the above example can also be specified as multiple events with
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the same name if you prefer the verbose approach.
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# Callbacks
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* `onenterSTATE` - fired when entering the new state
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* `onafterEVENT` - fired after the event
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>> (using your **specific** EVENT and STATE names)
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> (using your **specific** EVENT and STATE names)
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For convenience, the 2 most useful callbacks can be shortened:
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The order in which callbacks occur is as follows:
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>> assume event **go** transitions from **red** state to **green**
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> assume event **go** transitions from **red** state to **green**
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* `onbeforego` - specific handler for the **go** event only
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* `onbeforeevent` - generic handler for all events
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* `onaftergo` - specific handler for the **go** event only
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* `onafterevent` - generic handler for all events
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>> NOTE: the legacy `onchangestate` handler has been deprecated and will be removed in a future version
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> NOTE: the legacy `onchangestate` handler has been deprecated and will be removed in a future version
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You can affect the event in 3 ways:
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}
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});
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>> _NOTE: If you decide to cancel the ASYNC event, you can call `fsm.transition.cancel();`
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> NOTE: If you decide to cancel the ASYNC event, you can call `fsm.transition.cancel();`
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# State Machine Classes
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This should be easy to adjust to fit your appropriate mechanism for object construction.
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>> _NOTE: the `startup` event can be given any name, but it must be present in some form to
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ensure that each instance constructed is initialized with its own unique `current` state._
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> NOTE: the `startup` event can be given any name, but it must be present in some form to
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ensure that each instance constructed is initialized with its own unique `current` state.
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# Initialization Options
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So you have a number of choices available to you when initializing your state machine.
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>> _IMPORTANT NOTE: if you are using the pattern described in the previous section "State Machine
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Classes", and wish to declare an `initial` state in this manner, you MUST use the `defer: true`
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attribute and manually call the starting event in your constructor function. This will ensure
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that each instance gets its own unique `current` state, rather than an (unwanted) shared
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`current` state on the prototype object itself._
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> IMPORTANT NOTE: if you are using the pattern described in the previous section "State Machine
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Classes", and wish to declare an `initial` state in this manner, you MUST use the `defer: true`
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attribute and manually call the starting event in your constructor function. This will ensure
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that each instance gets its own unique `current` state, rather than an (unwanted) shared
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`current` state on the prototype object itself.
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# Handling Failures
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* You can find the [code on github](https://github.com/jakesgordon/javascript-state-machine)
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* You can find a [working demo here](http://codeincomplete.com/posts/2011/8/19/javascript_state_machine_v2/example/)
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* [v2.3 release announcement](http://codeincomplete.com/posts/javascript-state-machine-v2-3-0/) - 3/15/2014
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* [v2.2 release announcement](http://codeincomplete.com/posts/javascript-state-machine-v2-2-0/) - 1/26/2013
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* [v2.1 release announcement](http://codeincomplete.com/posts/javascript-state-machine-v2-1-0/) - 1/7/2012
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* [v2.0 release announcement](http://codeincomplete.com/posts/javascript-state-machine-v2) - 8/19/2011
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* [v1.2 release announcement](http://codeincomplete.com/posts/javascript-state-machine-v1-2-0) - 6/21/2011
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* [v1.0 release announcement](http://codeincomplete.com/posts/javascript-state-machine) - 6/1/2011
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* [v2.3 release announcement](http://codeincomplete.com/posts/javascript-state-machine-v2-3-0/)
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* [v2.2 release announcement](http://codeincomplete.com/posts/javascript-state-machine-v2-2-0/)
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* [v2.1 release announcement](http://codeincomplete.com/posts/javascript-state-machine-v2-1-0/)
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* [v2.0 release announcement](http://codeincomplete.com/posts/javascript-state-machine-v2)
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* [v1.2 release announcement](http://codeincomplete.com/posts/javascript-state-machine-v1-2-0)
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* [v1.0 release announcement](http://codeincomplete.com/posts/javascript-state-machine)
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# Release Notes
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