Clean as You Code 1
In my younger days I was a Line Cook at the Olive Garden. In case you’ve never worked in the food industry, Line Cooks are the guys putting meals together as fast as customers order them. At times, it’s nearly impossible to keep up.
Among the most fundamental of the Line Cook’s principles was Clean as you go. I can remember clearly the manager walking regally down the line chanting, “Clean as you go Javier. Clean as you go Micah. Clean as you go Brian.” Cooks would remind each other from time to time too, “Clean as you go!”.
As you’re realizing, it’s import to keep your station clean when you’re a cook. Keeping things clean is not easy. Food gets EVERYWHERE when you’re putting together hundreds of meals an hour. Why is it important to keep it clean? Simple. When your station is dirty, the system breaks down and it slows you down. Utensils are dirty or missing, ingredients get mixed together, cooking surfaces are soiled… Combine this with all the fire, boiling water, and sharp knives, it’s dangerous too! Worse, other cooks are not able to help out. Uncleanliness on the line is a vicious cycle with positive feedback. Every experienced cook keeps their station spotless at all times and unexperienced cooks learn fast.
Dirtiness is a sign of trouble too. Let’s say that it’s the middle of a dinner rush. You look down the line and notice that Javier’s station is becoming cluttered. It’s near certainty that in five minutes Javier’s system will break down. Food will be burnt, orders will get lost, and servers will get vocal. Don’t get servers mad! Line Cooks work as a team though. So when you see that Javier’s station is getting cluttered, you jump over and give Javier a hand every moment you can spare.
This principle, “Clean as you go”, is well applied to software, “Clean as you code”. The analogy is fairly straight forward. Although I’ve applied the principle to software for years, it was only recently that I recalled the mantra “Clean as you go”. I’m sure my teammates will soon grow tired of hearing me chant… “Clean as you code!”
Three Reasons to Use FitNesse 2
1. You find your self delivering software to your customer who says “That’s not what I asked for.”
Using FitNesse allows you to communicate with the customer up front. Before a line of code is written, you can have all the behavior expressed in an executable format. Make sure the customer helps to write these tests. Once your FitNesse test is in place, all you need to do it make it pass. Due to the cut-and-dry aspect of executable specifications (FitNesse test), one the spec is passing, you have delivered precisely what your customer asked for.
2. Bugs sneak into your system as development progresses and these bugs takes weeks to find and remove.
FitNesse is a tools to help you drive development with tests. When practices with discipline, test driven development will insure that you have a FitNesse test for each and every feature in your system. The moment a bug is introduced, you will know about it because a FitNesse test will fail.
3. It is difficult to create documentation for your system and it is constantly out of date because the system is changing.
FitNesse offers a unique documentation solution. When ever you write a FitNesse test, you are in fact describing how the system works. In other words you’re documenting it. The web/wiki based nature of FitNesse makes documentation simple and convenient. The best part is that the documentation in FitNesse can never go out of date. Since you’re keeping your test passing, and your tests are documentation, it’s impossible for them to lie.
There is an article I wrote about FitNesse for Windows Developer Power Tools. This book, just released today, includes articles on dozens of free tools that .NET developers might benefit from. If you write .NET code, check it out. If not, keep in mind that FitNesse will work for almost any language.
Understanding Statemachines, Part 2: Actions 3
Actions
Part 1 demonstrated how to build states and transitions. Add some actions to that and you’ve got a truly useful statemachine. Actions allow statemachines to perform operations at various point during execution. There are two models for incorporating actions into statemachines.
Mealy: A Mealy machine performs actions on transitions. Each transition in a statemachine may invoke a unique action.
Moore: A Moore machine performs actions when entering a state. Each state may have it’s own entry action.
Mealy and Moore machines each have advantages and disadvantages. But one great advantage of both it that they are not mutually exclusive. If we use both models, and toss in some exit actions, we’ve got it made!
Example:
Remember the vending machine statemachine. It had some problems. Adding some actions will solve many of them. Here’s the same statemachine with actions.

The Vending Machine Statemachine Diagram, Version 2
You can see I’ve added three transition actions (the Mealy type). Check out the transition from Waiting to Paid. When this transition is triggered the activate action will be called which will activate the hardware that dispenses goodies. Also, when a selection is made, transitioning from Paid to Waiting, the release action will cause the hardware to release the selected product. Finally, this version of the vending machine won’t steal your money any more. When an extra dollar is inserted, the refund event is invoked and the dollar is refunded.
Notice that the Waiting state has an entry action (Moore type) and an exit action. When ever the Waiting states is entered, the sales_mode action is invoked. The intent of this action is to make the vending machine blink or flash or scroll text; whatever it takes to attract customers. When the Waiting state is exited, the vending will go into operation_mode where all the blinking stops so the customer do business.
Implementation:
Here’s how the new vending machine can be implemented in Ruby:
vending_machine = Statemachine.build do
state :waiting do
event :dollar, :paid, :activate
event :selection, :waiting
on_entry :sales_mode
on_exit :operation_mode
end
trans :paid, :selection, :waiting, :release
trans :paid, :dollar, :paid, :refund
context VendingMachineContext.new
end
There are several new tricks to learn here. First is the state method. This is the formal syntax for declaring a state. The informal syntax is the trans method which we’ve already seen. The state method requires the state id and an option block. Every method invoked within the block is applied to the state being declared.
With a state block you may declare events, entry actions, and exit actions. The event method is used to declare transition out of the current state. Its parameters are the event, destination state, and an optional action. The on_entry and on_exit methods are straight forward. They take one parameter: an action. (See below for more on action syntax)
After the waiting state declaration we see the familiar calls to trans. The trans method takes an option 4th action parameter. You can see that the release and refund actions were added this way.
Context:
The final line sets the context of the statemachine. This is an interesting aspect. Every statemachine may have a context and if your statemachine has actions, you should definitely give it a context. Every action of a statemachine will be executed within its context object. We’ll discuss this more later.
Here is a simple context for the vending machine statemachine.
class VendingMachineContext
def activate
puts "activating"
end
def release(product)
puts "releasing product: #{product}"
end
def refund
puts "refuding dollar"
end
def sales_mode
puts "going into sales mode"
end
def operation_mode
puts "going into operation mode"
end
end
Action Declarations:
With the statemachine gem, actions can be declared in any of three forms: Symbols, String, or Block.
When the action is a Symbol, (on_entry :sales_mode) it is assumes that there is a method by the same name on the context class. This method will be invoked. Any parameters in with the event will be passed along to the invoked method.
String actions should contains ruby code (on_entry "puts 'entering sales mode'"). The string will use invoked with in the context object using instance_eval. Strings allow quick and dirty actions without the overhead of defining methods on your context class. The disadvantage of String actions is that they cannot accept parameters.
If the action is a Proc (on_entry Proc.new {puts 'entering sales mode'}), it will be called within the context of the context. Proc actions are also nice for quick and dirty actions. They can accept parameters and are preferred to String actions, unless you want to marshal your statemachine. Using one Proc actions will prevent the entire statemachine from being marhsal-able.
Execution
For kicks let’s put this statemachine thought a few events.
vending_machine.dollar vending_machine.dollar vending_machine.selection "Peanuts"
Here’s the output:
going into operation mode activating refuding dollar releasing product: Peanuts going into sales mode
That sums it up for actions. Next, we’ll talk about how do deal with conditional login in your statemachine.