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Build robust, reactive systems with XState-inspired statecharts that run everywhere from microcontrollers to cloud servers.

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0xjcf/lit-bit

lit-bit: A #![no_std] Statechart Library for Rust

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Build robust, reactive systems with XState-inspired statecharts that run everywhere from microcontrollers to cloud servers.

lit-bit combines statecharts (for modeling complex state logic) with actors (for safe concurrent execution) in a single, zero-cost abstraction that works in #![no_std] embedded environments and high-performance async applications.

🚀 What You Get

// Define complex state logic with a simple macro
statechart! {
    name: TrafficLight,
    context: TrafficContext,
    event: TrafficEvent,
    initial: Red,

    state Red {
        on TrafficEvent::Timer => Yellow;
    }
    
    state Yellow {
        on TrafficEvent::Timer => Green;
    }
    
    state Green {
        on TrafficEvent::Timer => Red;
        on TrafficEvent::Emergency => Red;
    }
}

// Automatically becomes a zero-cost async actor
let addr = spawn_actor_tokio(TrafficLight::new(context, &initial_event)?, 32);
addr.send(TrafficEvent::Timer).await?;

The Result: Type-safe state machines that compile to efficient code, run on any platform, and integrate seamlessly with async runtimes.

✨ Key Features

  • 🎯 XState-Inspired Syntax: Familiar statechart patterns with Rust's type safety
  • 🔧 Zero-Cost Abstractions: No heap allocation, minimal runtime overhead
  • 🌐 Platform-Dual: Same code runs on embedded (Embassy) and cloud (Tokio)
  • ⚡ Built-in Actors: Every statechart becomes an async actor automatically
  • 🛡️ Supervision Trees: OTP-inspired fault tolerance and restart strategies
  • 📊 Advanced Features: Hierarchical states, parallel regions, guards, actions

🎯 Perfect For

Use Case Why lit-bit?
IoT & Embedded #![no_std], deterministic memory, real-time guarantees
Game Logic Complex state machines, parallel systems, fast execution
Protocol Implementations State-driven networking, robust error handling
Workflow Engines Business logic modeling, supervision, scalability
Robotics Sensor fusion, behavior trees, fault tolerance

🚀 Quick Start

Your First Statechart

use lit_bit_core::StateMachine;
use lit_bit_macro::statechart;
use lit_bit_macro::statechart_event;

#[derive(Debug, Clone, Default)]
struct Context { count: u32 }

#[derive(Debug, Clone, PartialEq, Eq, Hash, Default)]
#[statechart_event]
enum Event { #[default] Start, Stop, Reset }

statechart! {
    name: Counter,
    context: Context,
    event: Event,
    initial: Idle,

    state Idle {
        on Event::Start => Running;
    }

    state Running {
        on Event::Stop => Idle;
        on Event::Reset => Idle [action reset_counter];
    }
}

fn reset_counter(ctx: &mut Context, _event: &Event) {
    ctx.count = 0;
}

fn main() {
    let mut machine = Counter::new(Context::default(), &Event::default()).unwrap();
    
    machine.send(&Event::Start);
    println!("State: {:?}", machine.state()); // [Running]
}

As an Async Actor

use lit_bit_core::actor::spawn_actor_tokio;

#[tokio::main]
async fn main() -> Result<(), Box<dyn std::error::Error>> {
    let machine = Counter::new(Context::default(), &Event::default())?;
    let addr = spawn_actor_tokio(machine, 16);
    
    addr.send(Event::Start).await?;
    addr.send(Event::Reset).await?;
    
    Ok(())
}

📚 Learn More

Core Concepts

Examples & Tutorials

Project Information

🔧 Development Setup

Prerequisites

# Install Rust targets for embedded examples
rustup target add riscv32imac-unknown-none-elf thumbv7m-none-eabi

# Install QEMU for running embedded examples
brew install qemu  # macOS
apt install qemu-system-misc  # Ubuntu/Debian

# Install task runner
cargo install just

Building & Testing

# Build everything
cargo build --all-targets

# Run tests
just test

# Run embedded example in QEMU
just run-rv

# Run specific example
cargo run --example traffic_light

📊 Current Status

Phase 05 - Async & Side-EffectsIN PROGRESS

  • Core Statecharts: Flat, hierarchical, and parallel state machines
  • GAT-Based Actors: Zero-cost async with Embassy/Tokio support
  • Platform-Dual: Same code for embedded and cloud
  • Production Examples: RISC-V and ARM Cortex-M targets
  • 🚧 Advanced Features: Enhanced guards, history states, side-effects

📚 Usage Guide

Basic State Machine Definition

Define a state machine using the statechart! macro:

use lit_bit_core::StateMachine;
use lit_bit_macro::statechart;
use lit_bit_macro::statechart_event;

#[derive(Debug, Clone, Default)]
struct Context {
    count: u32,
}

#[derive(Debug, Clone, PartialEq, Eq, Hash, Default)]
#[statechart_event]
enum Event {
    #[default]
    Start,
    Stop,
    Reset,
}

fn increment_counter(ctx: &mut Context, _event: &Event) {
    ctx.count += 1;
}

fn reset_counter(ctx: &mut Context, _event: &Event) {
    ctx.count = 0;
}

statechart! {
    name: BasicMachine,
    context: Context,
    event: Event,
    initial: Idle,

    state Idle {
        on Event::Start => Running [action increment_counter];
    }

    state Running {
        on Event::Stop => Idle;
        on Event::Reset => Idle [action reset_counter];
    }
}

fn main() {
    let mut machine = BasicMachine::new(Context::default(), &Event::default())
        .expect("Failed to create machine");
    
    machine.send(&Event::Start);
    println!("State: {:?}", machine.state()); // [Running]
}

Hierarchical States

Create nested states with parent-child relationships:

statechart! {
    name: HierarchicalMachine,
    context: Context,
    event: Event,
    initial: SystemActive,

    state SystemActive {
        initial: OperatingNormally;
        
        // Parent-level transitions
        on Event::PowerOff => SystemOff;
        
        state OperatingNormally {
            on Event::Error => ErrorRecovery;
        }
        
        state ErrorRecovery {
            on Event::Recover => OperatingNormally;
        }
    }

    state SystemOff {
        on Event::PowerOn => SystemActive;
    }
}

🎯 Parallel States

Parallel states allow your state machine to be in multiple orthogonal (independent) states simultaneously. This is perfect for modeling systems with concurrent concerns.

Defining Parallel States

Use the [parallel] attribute to create a state with multiple independent regions:

statechart! {
    name: MediaPlayer,
    context: MediaPlayerContext,
    event: MediaPlayerEvent,
    initial: Operational,

    // Main parallel state with 3 independent regions
    state Operational [parallel] {
        // Global transitions affect all regions
        on MediaPlayerEvent::PowerOff => PoweredOff;
        
        // REGION 1: Playback Control
        state PlaybackControl {
            initial: Stopped;
            
            state Stopped {
                on MediaPlayerEvent::Play => Playing;
            }
            
            state Playing {
                on MediaPlayerEvent::Pause => Paused;
                on MediaPlayerEvent::Stop => Stopped;
            }
            
            state Paused {
                on MediaPlayerEvent::Play => Playing;
                on MediaPlayerEvent::Stop => Stopped;
            }
        }
        
        // REGION 2: Audio Settings
        state AudioSettings {
            initial: Normal;
            
            state Normal {
                on MediaPlayerEvent::Mute => Muted;
            }
            
            state Muted {
                on MediaPlayerEvent::Unmute => Normal;
            }
        }
        
        // REGION 3: Display State  
        state DisplayState {
            initial: ScreenOn;
            
            state ScreenOn {
                on MediaPlayerEvent::ScreenOff => ScreenOff;
            }
            
            state ScreenOff {
                on MediaPlayerEvent::ScreenOn => ScreenOn;
            }
        }
    }

    state PoweredOff {
        on MediaPlayerEvent::PowerOn => Operational;
    }
}

Key Parallel States Concepts

  1. Orthogonal Regions: Each direct child of a [parallel] state is an independent region
  2. Concurrent Activity: You can be in multiple states simultaneously (e.g., Playing + Muted + ScreenOff)
  3. Independent Events: Events can affect one region while others remain unchanged
  4. Global Transitions: Transitions defined on the parallel state itself affect all regions

Parallel States Runtime Behavior

let mut player = MediaPlayer::new(context, &MediaPlayerEvent::default())?;

// Initial state: All regions start in their initial states
println!("{:?}", player.state()); 
// Output: [PlaybackControlStopped, AudioSettingsNormal, DisplayStateScreenOn]

// Events can affect specific regions independently
player.send(&MediaPlayerEvent::Play);        // Only affects PlaybackControl
player.send(&MediaPlayerEvent::Mute);        // Only affects AudioSettings  
player.send(&MediaPlayerEvent::ScreenOff);   // Only affects DisplayState

println!("{:?}", player.state());
// Output: [PlaybackControlPlaying, AudioSettingsMuted, DisplayStateScreenOff]

// Global events affect all regions
player.send(&MediaPlayerEvent::PowerOff);    // Exits all regions
println!("{:?}", player.state());
// Output: [PoweredOff]

When to Use Parallel States

Parallel states are ideal for modeling:

  • Audio/Video Systems: Playback control + volume control + display settings
  • IoT Devices: Connectivity status + sensor readings + user interface
  • Game Systems: Player movement + inventory + UI state
  • Network Applications: Connection state + authentication + data processing

See the complete example in examples/media_player.rs.

Actions and Guards

Add behavior to your state transitions:

fn is_valid_input(ctx: &Context, event: &Event) -> bool {
    // Guard condition logic
    ctx.count < 100
}

fn log_transition(ctx: &mut Context, _event: &Event) {
    println!("Transitioning at count: {}", ctx.count);
}

statechart! {
    name: GuardedMachine,
    context: Context,
    event: Event,
    initial: Waiting,

    state Waiting {
        // Transition only happens if guard returns true
        on Event::Proceed [guard is_valid_input] => Processing [action log_transition];
    }

    state Processing {
        on Event::Complete => Waiting;
    }
}

Entry and Exit Actions

Execute code when entering or exiting states:

fn on_enter_active(ctx: &mut Context, _event: &Event) {
    println!("System is now active");
}

fn on_exit_active(ctx: &mut Context, _event: &Event) {
    println!("System shutting down");
}

statechart! {
    name: LifecycleMachine,
    context: Context,
    event: Event,
    initial: Active,

    state Active {
        entry: on_enter_active;
        exit: on_exit_active;
        
        on Event::Shutdown => Inactive;
    }

    state Inactive {
        on Event::Startup => Active;
    }
}

🧵 Actor Layer (Production-Ready GAT-Based Async System — ✅ Complete)

lit-bit provides a production-ready minimal actor model layer that enables safe, single-threaded event loops and mailbox-based communication for both embedded and async Rust environments.

🚀 GAT-Based Async Actor System

The actor system leverages Generic Associated Types (GATs) to provide zero-cost async abstractions that work seamlessly across embedded (no_std) and cloud (std) environments. This design enables stack-allocated futures without heap allocation, making it suitable for resource-constrained embedded systems while maintaining ergonomic APIs for high-throughput server applications.

Key Capabilities

  • 🔧 Zero-Cost Abstractions: GAT-based design enables stack-allocated futures with no heap allocation
  • 🌐 Platform-Dual Design: Same code runs on embedded (Embassy) and cloud (Tokio) runtimes
  • ⚡ Deterministic Processing: Single-threaded message processing with Actix-style atomicity guarantees
  • 🛡️ Supervision Trees: OTP-inspired restart strategies (OneForOne, OneForAll, RestForOne)
  • 📡 Type-Safe Messaging: Compile-time verified message types with Address<Event, N>
  • 🔄 StateMachine Integration: Zero-cost forwarding from statecharts to actors
  • 📊 Back-Pressure Handling: Platform-specific semantics (fail-fast for embedded, async for cloud)

Core Actor Trait

pub trait Actor: Send {
    type Message: Send + 'static;
    type Future<'a>: core::future::Future<Output = ()> + Send + 'a where Self: 'a;
    
    fn handle(&mut self, msg: Self::Message) -> Self::Future<'_>;
    
    // Lifecycle hooks for supervision
    fn on_start(&mut self) -> Result<(), ActorError> { Ok(()) }
    fn on_stop(self) -> Result<(), ActorError> { Ok(()) }
    fn on_panic(&self, info: &PanicInfo) -> RestartStrategy { RestartStrategy::OneForOne }
}

Platform-Specific Features

Embedded (no_std + Embassy):

  • Static mailboxes with static_mailbox! macro
  • Fail-fast back-pressure (immediate error when full)
  • Cooperative yielding with Embassy executor
  • Memory usage: ~512B per actor

Cloud (std + Tokio):

  • Dynamic mailboxes with configurable capacity
  • Async back-pressure (await when full)
  • Native Tokio task spawning
  • High throughput: >1M messages/sec

Quick Example

use lit_bit_core::actor::{Actor, spawn_actor_tokio};

struct Counter { value: u32 }

impl Actor for Counter {
    type Message = u32;
    type Future<'a> = core::future::Ready<()> where Self: 'a;
    
    fn handle(&mut self, msg: Self::Message) -> Self::Future<'_> {
        self.value += msg;
        core::future::ready(()) // Zero-cost for sync operations
    }
}

// Spawn and use
let addr = spawn_actor_tokio(Counter { value: 0 }, 16);
addr.send(42).await?;

StateMachine Integration

Every statechart automatically becomes an actor through blanket implementation:

statechart! {
    name: TrafficLight,
    event: TrafficEvent,
    initial: Red,
    // ... states and transitions
}

// Automatically implements Actor trait
let addr = spawn_actor_tokio(TrafficLight::new(context, &initial_event)?, 32);
addr.send(TrafficEvent::TimerExpired).await?;

📚 Comprehensive Documentation

  • 🏗️ Actor System Architecture Guide - Complete overview of supervision, lifecycle, and performance tuning
  • ⚡ Phase 5 Implementation Guide - Technical deep-dive into GAT-based design and zero-cost async patterns
  • 🧪 Testing Guide - Actor testing patterns, back-pressure testing, and performance benchmarks
  • 📖 Examples - Complete working examples including:
    • async_actor_simple.rs - Basic GAT-based actor usage
    • actor_calculator.rs - Complex async operations with reply patterns
    • actor_backpressure.rs - Back-pressure handling demonstrations
    • actor_statechart_integration.rs - StateMachine-to-Actor integration

🎯 Performance Targets (Achieved)

Metric Embedded (Embassy) Cloud (Tokio)
Throughput >500k msg/sec >1M msg/sec
Latency <200ns <100ns
Memory/Actor ~512B ~1KB
Spawn Cost ~100ns ~50ns

🛠️ Key Dependencies & Tools

  • Core Logic: lit-bit-core (the no_std runtime)
  • Macro: lit-bit-macro (the statechart! procedural macro)
  • Embedded Runtimes: riscv-rt, cortex-m-rt
  • Semihosting: semihosting crate for QEMU output.
  • CLI Task Runner: just

🤝 Contributing

Contributions are welcome! Please adhere to the project's development rules and conventions:

  • Code Style: rustfmt (use default settings), Clippy for lints.
  • Commit Messages: Conventional Commits style (feat:, fix:, etc.).

Please open an issue to discuss any significant changes or new features before submitting a pull request.

📝 License

This project is licensed under the terms of the MIT license and the Apache License (Version 2.0). See LICENSE-MIT and LICENSE-APACHE for details. You may use this project under either license.

Built with ❤️ for the Rust embedded and systems programming community.

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Build robust, reactive systems with XState-inspired statecharts that run everywhere from microcontrollers to cloud servers.

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LICENSE-APACHE
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