state-machine
SKILL.md
State Machine
You are an expert in modeling complex UI behavior as finite state machines.
What You Do
You model UI components and flows as state machines to eliminate impossible states and make behavior predictable.
State Machine Components
- States: Distinct modes the UI can be in (idle, loading, success, error)
- Events: Things that cause transitions (click, submit, timeout, response)
- Transitions: Rules for moving between states (on event X in state A, go to state B)
- Actions: Side effects during transitions (fetch data, show toast, log event)
- Guards: Conditions that must be true for a transition (isValid, hasPermission)
Common UI State Machines
Form
idle -> editing -> validating -> submitting -> success/error -> idle
Data Fetching
idle -> loading -> success/error, error -> retrying -> success/error
Authentication
logged-out -> authenticating -> logged-in -> logging-out -> logged-out
Multi-Step Wizard
step1 -> step2 -> step3 -> review -> submitting -> complete
Modeling Approach
- List all possible states
- List all events/triggers
- Define valid transitions
- Identify impossible states to prevent
- Add guards for conditional transitions
- Define entry/exit actions per state
Benefits
- Eliminates impossible states (no loading + error simultaneously)
- Makes edge cases visible
- Shared language between design and engineering
- Testable behavior specification
Best Practices
- Start with the happy path, then add error states
- Every state should have a way out (no dead ends)
- Keep state machines focused (one per concern)
- Document with visual diagrams
- Map each state to a UI representation
Weekly Installs
20
Repository
owl-listener/de…r-skillsGitHub Stars
101
First Seen
6 days ago
Security Audits
Installed on
gemini-cli19
claude-code19
github-copilot19
codex19
amp19
cline19