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aleneum committed May 3, 2024
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- [Quickstart](#quickstart)
- [Non-Quickstart](#the-non-quickstart)
- [Some key concepts](#key-concepts)
- [Some key concepts](#some-key-concepts)
- [Basic initialization](#basic-initialization)
- [States](#states)
- [Callbacks](#state-callbacks)
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## The non-quickstart

A state machine is a _model_ of behavior composed of a finite number of _states_ and _transitions_ between those states. Within each state and transition some _action_ can be performed. A state machine needs to start at some _initial state_.
A state machine is a _model_ of behavior composed of a finite number of _states_ and _transitions_ between those states. Within each state and transition some _action_ can be performed. A state machine needs to start at some _initial state_. When using `transitions`, a state machine may consist of multiple objects where some (_machines_) contain definitions for the manipulation of other (_models_). Below, we will look at some core concepts and how to work with them.

### Some key concepts

- **State**. A state represents a particular condition or stage in the state machine. It's a distinct mode of behavior or phase in a process.

- **Transition**. This is the process or event that causes the state machine to change from one state to another.

- **Model**. Blueprint or structure that holds the state machine. It's the entity that gets updated as new states and transitions are added.
- **Model**. The actual stateful structure. It's the entity that gets updated during transitions. It may also define _actions_ that will be executed during transitions. For instance, right before a transition or when a state is entered or exited.

- **Machine**. This is the entity that manages and controls the model, states, transitions, and actions. It's the conductor that orchestrates the entire process of the state machine.

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