Define State Machines in F Prime
This guide shows how to define and use state machines in F Prime using the F Prime Modeling Language (FPP). State machines help capture component behavior by modeling modes (states) and transitions explicitly, making complex logic easier to implement, test, and maintain. FPP provides autocoding capabilities to allow users to quickly implement state-defined behavior.
Note
"F Prime" and "F´" are two ways of writing the name of the same framework. This guide uses "F Prime" throughout. A glossary of terms used in this guide is provided at the end.
Prerequisites
Before starting, you should have:
- Completed the Hello World Tutorial (so you’ve built and run at least one component).
- A general understanding of FPP component modeling (see the "Defining Components" section of the FPP User’s Guide).
- Experience creating commands, events, and telemetry in FPP.
- A working build of F Prime on your system (
fprime-utilruns successfully).
When to Use State Machines
State machines in F Prime are the same finite state machines taught in computer science courses: a set of states, a set of inputs (signals), and rules (transitions) describing which state to move to when an input arrives. If you have studied state machines before, everything you know applies here — FPP simply provides a way to write them down and generate the implementation automatically.
State machines are useful when your component has distinct modes or operational states with different behavior in specific states and rules for the transitions between states. Examples include:
- A radio with
OFF,IDLE, andTRANSMITTINGstates. - A sensor with a series of start-up states.
By modeling these as a state machine, you make system behavior explicit, verifiable, and easier to test.
Development Workflow
Adding a state machine to a component follows a defined pipeline. Each step is covered in a section of this guide:
- Design the state machine: identify the states, the signals that drive it, the transitions between states, and the actions taken in each state.
- Define the state machine in FPP (Designing a State Machine in FPP).
- Instantiate the state machine inside a
queuedoractivecomponent (Instantiating the State Machine). - Generate implementation templates with
fprime-util impl(Integrating Into C++). - Implement the action handlers in C++ (Implementing Actions in C++).
- Send signals from the component implementation to drive the machine (Implementing Signaling in C++).
- Dispatch the component's message queue so signals are processed (Dispatching the State Machine).
Example State Machine
This guide walks through implementing the start-up and run logic for an IMU (Inertial Measurement Unit — a sensor that measures acceleration and rotation). In F Prime code, type and component names use CamelCase, so the acronym IMU appears as Imu in identifiers such as ImuStateMachine and ImuManager.
Before looking at the full design, consider a simplified version with just two states. The device must be reset before it can be used, so the machine starts in a RESET state, and moves to a RUN state once the reset succeeds:
stateDiagram-v2
classDef okState fill:#d4edda,stroke:#2e7d32,color:#000
classDef startState fill:#cfe2ff,stroke:#1565c0,color:#000
[*] --> RESET
state "RESET
tick / doReset" as RESET
state "RUN
tick / doRead" as RUN
RESET --> RUN : success
RUN --> RESET : error
class RESET startState
class RUN okState
In this diagram (and those that follow):
- Boxes are states. The text below the state name, written
signal / action, means "when this signal arrives in this state, run this action" (e.g.tick / doResetruns thedoResetaction on eachtick). - Arrows are transitions, labeled with the signal that causes them (e.g.
successmoves the machine fromRESETtoRUN).
The real device needs a few more steps: wait for the reset to complete, enable data flows, and configure the device. Expanding the simple two-state design gives the full state machine implemented in this guide, which has the following properties:
- The initial state is
RESET, followed byWAIT_RESET,ENABLE,CONFIGURE, andRUN. - In each state, a
ticksignal triggers an action. - Actions may yield
successorerrorsignals. successsignals progress linearly through to the next state.errorsignals return to stateRESET.- The state machine remains in a given state (and repeats the action) when the action yields no signals.
stateDiagram-v2
classDef okState fill:#d4edda,stroke:#2e7d32,color:#000
classDef startState fill:#cfe2ff,stroke:#1565c0,color:#000
classDef midState fill:#fff3cd,stroke:#b26a00,color:#000
[*] --> RESET
%% State definitions with annotations
state "RESET
tick / doReset" as RESET
state "WAIT_RESET
tick / checkReset" as WAIT_RESET
state "ENABLE
tick / doEnable" as ENABLE
state "CONFIGURE
tick / doConfigure" as CONFIGURE
state "RUN
tick / doRead" as RUN
RESET --> WAIT_RESET : success
WAIT_RESET --> ENABLE : success
ENABLE --> CONFIGURE : success
CONFIGURE --> RUN : success
ENABLE --> RESET : error
WAIT_RESET --> RESET : error
CONFIGURE --> RESET : error
RUN --> RESET : error
class RESET startState
class WAIT_RESET midState
class ENABLE midState
class CONFIGURE midState
class RUN okState
The states, transitions, and actions of this state machine are summarized in the following table:
| State | Action on tick |
On success go to |
On error go to |
|---|---|---|---|
RESET |
doReset |
WAIT_RESET |
(stay in RESET) |
WAIT_RESET |
checkReset |
ENABLE |
RESET |
ENABLE |
doEnable |
CONFIGURE |
RESET |
CONFIGURE |
doConfigure |
RUN |
RESET |
RUN |
doRead |
(stay in RUN) |
RESET |
This state machine is implemented in the MpuImu component. This component drives the tick signal from a rate group handler.
Note
The MpuImu component implements a further reconfigure signal allowing the machine to return to reconfigure state.
Designing a State Machine in FPP
We will model the Imu state machine in FPP. In this guide, we will use a separate file ImuStateMachine.fpp defined in the same folder (i.e. module) as the ImuManager, but you may also inline the state machine directly in the component itself. We define the basic module and state machine with:
The module, filename, etc was chosen to remain consistent with our example code (and the ImuManager component that uses the state machine).
Note
The guide builds up the same state machine definition step by step. In each code snippet below, the lines added in that step are highlighted.
Defining a State Machine and Initial State
The first step of defining our state machine, is to name the machine and the initial RESET state. This step will give us a basis for state machine implementation.
module MpuImu {
@ Define ImuStateMachine State Machine
state machine ImuStateMachine {
@ Initial state: reset the device
initial enter RESET
@ Reset the Imu
state RESET {
}
}
}
Defining Signals and Adding More States
Next we should define our success, error, and tick signals and the remaining states: WAIT_RESET, ENABLE, CONFIGURE, and RUN. Here we have added in all the structures (states, and signals) that define the general flow of the state machine. However, we have not added any transition logic yet.
The revised machine should look something like:
module MpuImu {
@ Define ImuStateMachine State Machine
state machine ImuStateMachine {
@ Initial state: reset the device
initial enter RESET
@ Rate-group driven tick signal
signal tick
@ Current state passed successfully
signal success
@ Current state erred
signal error
@ Reset the Imu
state RESET
@ Wait for the Imu to reset
state WAIT_RESET
@ Enable Imu data flows
state ENABLE
@ Configure Imu
state CONFIGURE
@ Run the Imu
state RUN
}
}
Defining Transitions
The next step is to add our transitions between states. A transition moves the state machine from one state to another in response to a signal. Here we handle signals using the on syntax, and dictate the next state to enter. This provides the linear flow, and return to reset behaviors.
This update results in:
module MpuImu {
@ Define ImuStateMachine State Machine
state machine ImuStateMachine {
@ Initial state: reset the device
initial enter RESET
@ Rate-group driven tick signal
signal tick
@ Current state passed successfully
signal success
@ Current state erred
signal error
@ Reset the Imu
state RESET {
on success enter WAIT_RESET
}
@ Wait for the Imu to reset
state WAIT_RESET {
on success enter ENABLE
on error enter RESET
}
@ Enable Imu data flows
state ENABLE {
on success enter CONFIGURE
on error enter RESET
}
@ Configure Imu
state CONFIGURE {
on success enter RUN
on error enter RESET
}
@ Run the Imu
state RUN {
on error enter RESET
}
}
}
Note
The RESET state defines no error transition because the machine should remain in RESET on error. Similarly, the RUN state defines no success transition as it should remain in RUN on success. Signals that a state does not handle are simply ignored in that state.
The state machine now has transitions between states, but lacks taking action at each state. This will be covered next.
Defining Actions
Here is where we define actions for the state machine to take. An action is a piece of user-supplied C++ code that the state machine runs; this differs from a transition, which changes the current state. Actions may occur as part of transitions, in response to signals, and on entry/exit from a state. They call back into the components' C++ implementation. This allows user defined behavior (i.e. talking to the Imu over I2C).
In this state machine, we will use the tick signal to trigger action. tick will be invoked off our rate-group handler. By restricting actions to the tick signal, we ensure that only one state and the associated (singular) I2C communication is performed on each rate group invocation. This was done to ensure that rate group calls are of a deterministic length and so that the I2C bus remains uncontested.
We use the action keyword to define actions: doReset, checkReset, doEnable, doConfigure, and doRead. We use on <signal> do { <action> } syntax to specify the actions to run on each tick signal. This results in:
module MpuImu {
@ Define ImuStateMachine State Machine
state machine ImuStateMachine {
@ Initial state: reset the device
initial enter RESET
@ Rate-group driven tick signal
signal tick
@ Current state passed successfully
signal success
@ Current state erred
signal error
@ Perform reset commands
action doReset
@ Check if reset completed
action checkReset
@ Perform enable commands
action doEnable
@ Perform configure commands
action doConfigure
@ Read the IMU
action doRead
@ Reset the Imu
state RESET {
on success enter WAIT_RESET
on tick do { doReset }
}
@ Wait for the Imu to reset
state WAIT_RESET {
on success enter ENABLE
on error enter RESET
on tick do { checkReset }
}
@ Enable Imu data flows
state ENABLE {
on success enter CONFIGURE
on error enter RESET
on tick do { doEnable }
}
@ Configure Imu
state CONFIGURE {
on success enter RUN
on error enter RESET
on tick do { doConfigure }
}
@ Run the Imu
state RUN {
on error enter RESET
on tick do { doRead }
}
}
}
Note
A few points on ordering and signal handling:
- The order in which the
onhandlers are written within a state does not matter. Each state may handle a given signal at most once, so there is no ambiguity between, say,on successandon tick— which handler runs is determined by which signal arrives, not by the order the handlers appear in the file. - The order in which signals are sent does matter. Signals are queued on the component's message queue and processed one at a time, in the order they were sent. Each signal is fully processed (its action runs and any transition completes) before the next signal is handled.
- If component code sends multiple signals (e.g. an action sends
successwhile atickis already queued), the signals do not "overlap": each is queued and handled sequentially against whatever state the machine is in when that signal is dispatched.
That should complete the definition of our state machine. However, we still have yet to bind it to our ImuManager component.
Instantiating the State Machine
Every state machine can be used multiple times. To define a single instance attached to the ImuManager component, we use the following in our component definition:
queued component ImuManager {
@ Use the ImuStateMachine
state machine instance imuStateMachine: ImuStateMachine
}
State machine signals are delivered asynchronously through the component's message queue. This is why only queued and active components may contain state machines: passive components have no message queue, so there is nowhere for the signals to go.
Here we chose a queued component, which requires the component to intentionally dispatch its own queue. This lets us process the tick signal (and thus perform the I2C work) synchronously within the rate group invocation itself. An active component would also work — its internal thread dispatches the queue automatically — but then the signal is processed on the component's own thread at some point after the rate group handler returns, rather than as part of the rate group invocation. In other words, an active component still runs the state machine correctly; we simply lose the guarantee that the work happens during the rate group call, which this example relies on for deterministic timing.
Warning
Only queued and active components may contain state machines. Users choosing a queued component must dispatch their state machines as they do with other component messaging (e.g. commands and port invocations). active components dispatch all messages via their internal thread.
Integrating Into C++
Now we need to integrate the state machine into the C++ implementation of our component. Like other constructs defined in FPP, we can get prototypes and templates by running:
This will generate the necessary action handlers for us to fill in.
Implementing Actions in C++
Actions must be implemented for the state machine by the component. We are provided the following prototype from fprime-util impl in the .template.hpp file. Prototypes belong in the component's HPP file.
Function Prototype in HPP
//! Implementation for action doReset of state machine MpuImu_ImuStateMachine
//!
//! Perform reset commands
void MpuImu_ImuStateMachine_action_doReset(SmId smId, //!< The state machine id
MpuImu_ImuStateMachine::Signal signal //!< The signal
) override;
Additionally, we can fill in the C++ implementation in the CPP file. Below we call a helper function "reset" and based on the return value choose to output an error.
Function Implementation in CPP
void ImuManager ::MpuImu_ImuStateMachine_action_doReset(SmId smId, MpuImu_ImuStateMachine::Signal signal) {
Drv::I2cStatus status = this->reset();
// Transition to RESET state on failure
if (status != Drv::I2cStatus::I2C_OK) {
this->log_WARNING_HI_I2cError(DEVICE_ADDRESS, status);
} else {
// TODO: success
}
Warning
You must implement all action methods in the component. This guide shows just doReset for brevity and the full implementation is available in the ImuManager
Implementing Signaling in C++
The next step is to add signaling. In this case, we need to send success and error signals. We should also send tick in the rate group invocation (run_handler). Signaling is done by calling the this-><state_machine_instance_name>_sendSignal_<signal_name>(); function. Below we've added an if-block to our doReset implementation checking for status and signaling appropriately.
void ImuManager ::MpuImu_ImuStateMachine_action_doReset(SmId smId, MpuImu_ImuStateMachine::Signal signal) {
// This function is implemented only for the specific instance "imuStateMachine"
FW_ASSERT(smId == SmId::imuStateMachine);
Drv::I2cStatus status = this->reset();
// Transition to RESET state on failure
if (status != Drv::I2cStatus::I2C_OK) {
this->log_WARNING_HI_I2cError(DEVICE_ADDRESS, status);
this->imuStateMachine_sendSignal_error();
} else {
this->imuStateMachine_sendSignal_success();
}
}
Tip
The action function is generic to the state machine type (i.e. ImuStateMachine). Signals are sent via the state machine instance (i.e. imuStateMachine). Asserting the state machine id prevents against dispatching signals to the wrong instance. Users with multiple instances of a state machine in their single component may use a switch-case block to handle multiple different signal functions.
Sending the tick signal happens in the rate group invocation (run_handler) and uses the same structure.
void ImuManager ::run_handler(FwIndexType portNum, U32 context) {
this->imuStateMachine_sendSignal_tick();
}
Dispatching the State Machine
Finally, we need to dispatch the state machine messages because we chose a queued component. This is done in the run_handler using the dispatchCurrentMessages() helper.
void ImuManager ::run_handler(FwIndexType portNum, U32 context) {
this->imuStateMachine_sendSignal_tick();
this->dispatchCurrentMessages();
}
Warning
Only queued components should dispatch queued messages in this way. active components use their thread for dispatching. this->dispatchCurrentMessages() will dispatch all messages to the component (state machine signals, asynchronous commands, asynchronous port calls, etc).
That's all! The state machine should run at this point.
Conclusion
State machines in FPP let you capture operational modes explicitly, enforce valid transitions, and ensure components behave predictably. They are especially useful for reducing the code written to handle state changes, reduce state variables, and model high-level behavior. You can explore the full ImuStateMachine for an understanding of how to handle new transitions (like reconfigure) as well as see the fully integrated state machine.
Glossary
| Term | Definition |
|---|---|
| State machine | A model of behavior consisting of a finite set of states, signals, and transitions; the same concept as a finite state machine in computer science. |
| State | One of the distinct modes a state machine can be in (e.g. RESET, RUN). The machine is in exactly one state at a time. |
| Signal | An input event sent to a state machine (e.g. tick, success, error). Signals may trigger actions and transitions. |
| Transition | A change from one state to another in response to a signal. |
| Action | User-supplied C++ code executed by the state machine, e.g. in response to a signal or as part of a transition. |
| Component | The basic unit of F Prime software: a module with typed input/output ports that encapsulates some behavior. |
| Passive / Queued / Active component | The three F Prime component kinds. A passive component has no message queue or thread; a queued component has a message queue dispatched by the component itself; an active component has a message queue and its own thread that dispatches it. |
| Port | A typed connection point through which components communicate. |
| Rate group | An F Prime mechanism that invokes components at a fixed periodic rate (e.g. 1 Hz). |
| FPP | The F Prime modeling language (F Prime Prime), used to define components, ports, topologies, and state machines, from which C++ code is generated. |
| Autocoding | Automatic generation of C++ code from FPP models. |
| IMU | Inertial Measurement Unit — a sensor measuring acceleration and angular rate; written Imu in code identifiers per naming conventions. |
| I2C | A serial bus commonly used to communicate with sensors such as an IMU. |
| Dispatch | Processing the messages (signals, commands, port calls) waiting on a component's message queue. |