Intro to Computer Engineering

Introduction to Finite State Machines

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In this guide, we introduce the Finite State Machine, one of the most powerful ideas in computing. However, in order to code it in a way that’s not confusing, you’ll need to know a few concepts first. Namely, switches and enums.

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Switches

The first concept is called a switch statement. It’s a more convenient way to write if statements that have a lot of cases. Instead of a series of comparisons to one variable, you check several different cases of a variable. For example, if you had the basic code:

int friends = 0;
if(friends == 0) {
	System.out.println("You have no friends.");
} else if(friends == 1) {
	System.out.println("You have one friend.");
} else {
	System.out.println("You have many friends");
	System.out.println("You are cool.");
}

// Prints "You have no friends."

You could instead write a switch statement that checks the value of friends:

int friends = 0;
switch(friends) {
	case 0:     //equivalent to if (friends == 0)
		System.out.println("You have no friends.");
		break;
	case 1:		//equivalent to else if (friends == 0)
		System.out.println("You have one friend.");
		break;
	default:	//equivalent to else
		System.out.println("You have many friends");
		System.out.println("You are cool.");
		break;
}

// Still prints "You have no friends."

Now, this is not particularly useful because we have so few cases, but it’s useful to have a small example to explain the syntax:

switch(variable) { // the variable to compare
	case 0: // runs if variable == 0 ))
			// statements
		break; // each case must end in a `break`
	default: // runs if none of the cases match
		break;
}

You should see the value of a switch statement in a larger example:

int month = 8;
String monthString;
// We designate the switch to act according the value stored in month
switch (month) {
// The switch will check all of the cases you list
// This is equivalent to if (month = = 1)...
    case 1:  monthString = "January";
             break;
    case 2:  monthString = "February";
             break;
    case 3:  monthString = "March";
             break;
    case 4:  monthString = "April";
             break;
    case 5:  monthString = "May";
             break;
    case 6:  monthString = "June";
             break;
    case 7:  monthString = "July";
             break;
    case 8:  monthString = "August";
             break;
    case 9:  monthString = "September";
             break;
    case 10: monthString = "October";
             break;
    case 11: monthString = "November";
             break;
    case 12: monthString = "December";
             break;
    // Catches all of the times when an invalid input is given
    default: monthString = "Invalid month";
             break;
}
// In this case, August would be printed
System.out.println(monthString);

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Enums

An enum is a built-in data type, just like an int, float, or String. It lets you assign variables to be one of a series of constants you create. For example, the cardinal directions:

public enum Direction { NORTH, SOUTH, EAST, WEST }
Direction treasureDirection = Directions.NORTH;

As you can see, defining an enum creates a new type with the name of your enum. From the example above, we create the Direction type:

public enum Direction { NORTH, SOUTH, EAST, WEST }

You can now use the Direction type like any other variable – maybe in a switch statement:

switch(treasureDirection) {
	case NORTH:
		// grab coats & snowboots
		break;
	case EAST:
		// pack swimsuit to cross Atlantic
		break;
	case WEST:
		// roadtrip!
		break;
	case SOUTH:
		// get some sunglasses
		break;
	default:
		System.out.println("I don't think that's a direction.");
		break;
}

There are a couple gotchas to both enums and switch statements, but this is enough to learn about Finite State Machines.

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Finite State Machines

A finite state machine is a model used in computer science to represent a stateful system and its behavior.

We introduce the Moore machine, one type of FSM (you learn about other types in a computer architecture course like CSE260M). In a Moore machine, you make a list of possible states your system can be in, and for each state you decide how input to your system will modify the state.

For example, imagine a computer for a traffic light. You might have three different states: red, yellow, or green. You could also have an “advance” input that progresses the traffic light. We can represent this stateful system in a FSM, and it turns out most of the time the standard is to just draw it:

A very simple traffic light FSM, with three states G, Y, and R.

Where each circle is a state – green, yellow, or red – and the arrows indicate how the one input changes the systems state. The disconnected arrow indicates the initial state.

FSMs can also take multiple inputs. You could represent a search for the letters “dog” in a string with a FSM like this, where you output some success variable when you’re in the green state:

A FSM that takes a string and returns true if the sequence "DOG" is present in it.

You can also have multiple outputs for each state. Consider the long-studied and intractible problem of getting a hot pocket fully cooked:

The quintessential problem illustrated.

Notice that every state must have defined transitions for every input, in this case nuke and wait.

FSMs are also described in Chapter 7 of the text (read Section 7.1).

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Page written by Josh Gelbard and Ben Stolovitz.