Community: Glossary of State Machine Terms
A living glossary of important state machine, statechart, and actor model concepts.
Terms
State
A condition or mode a system can be in. In UI, examples include loading, idle, error, editing.
Event
Something that happens, usually triggered by the user or system. Events ask the machine to transition.
Transition
A change from one state to another in response to an event.
Guard
A condition that must be true for a transition to occur. Also known as a conditional transition.
Action
A side effect that occurs as part of a transition, such as sending a request or updating context.
Actor
An entity that can receive and send events, and can spawn child actors. In XState v5, every interpreted machine is an actor.
Spawn
Creating a new actor from within an existing actor.
Invoke
Calling a service (promise, callback, observable, or another machine) from within a state.
Parallel State
A state that contains multiple orthogonal regions that are active simultaneously.
History State
A pseudo-state that remembers the previous active sub-state when re-entering a compound state.
Context
Extended state data associated with a machine, separate from the finite state value.
Machine
A finite state machine — defined by states, events, transitions, and initial state.
Statechart
An extended state machine formalism that adds hierarchy, parallelism, and history.
Related Pages
TODO
Add diagrams for each term
Add code examples for each concept
Add links to relevant articles
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