Makes Machine Run

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When designing embedded systems, you more often than not should implement a proper state machine of some sorts. In this blog post we'll explain what state machines are, compare a couple of types, look at the handy Huffman table and show you one way to implement a simple state machine on an Arduino.

The NASA Mars Exploration Rover probably has a few state machines on board.

What Is a State Machine?

A state machine it's not a machine in the same way that a lawn mower or a typewriter is a machine. It is more of an abstract concept or system that helps you systematically design and implement the logic behaviour of an embedded system. In fact, the state machine concept is so abstract that you can use it to much more than just embedded system logic, but in this post we'll concentrate on state machine usage for embedded systems.

To create a state machine you need a set of states, inputs and outputs.

States

An embedded system should at any given time be in a defined state, whether it is 'moving left', 'door open', 'stopped', 'init', 'error' or any other imaginable state. The states and the transitions between them make up the main structure of the state machine.

Inputs

Inputs are what makes the system switch states and can for instance be switches, buttons and sensors or any other typical embedded input.

Outputs

Outputs in a state machine can be motor movement, lights or any other typical embedded output.

Mealy vs Moore

There are two main types of state machines: Mealy and Moore. The main difference is that the Moore machine defines the outputs within each state, while the Mealy machine triggers outputs when transitioning from one state to another. This might seem like two ways of doing the exact same thing, but Mealy machines actually tend to have a less amount of states than Moore machines (on average).

An Abstract Example Comparing the Two

Here's an example taken from this excellent YouTube video where the Mealy machine ends up with less states than the Moore machine.

Makes Machine Run

This system takes in a stream of zeros and ones and outputs a 1 any time it gets the input sequence 011.

A comparison between the Moore and the Mealy machines

In both diagrams, the bold numbers in the state bubbles represent the name of the states. In the Moore diagram, the lower numbers in the state bubbles are the output while the numbers on the arrows are the input. In the Mealy diagram the numbers on the arrows are in the form of input/output. Parallels 14 bundle.

As you can see, the Mealy machine ends up with a state less states since the Moore machine needs a seperate state where it sets the output to 1.

The Huffman Table

The Huffman table is a neat way to catch all logic cases for each state. The rows are states and the columns are inputs or combinations of inputs. The contents of the cells are in the form of next state/output.

Example

Let's imagine a vehicular robot almost like a Roomba that can rotate around its own axis. It will travel straight until it almost hits a wall. Then it will stop, and rotate until it's unable to detect the wall and start moving forward again.

Let's say it has two IR sensors near the front, aiming 45 degrees to either side. If both sensors are triggered, it will rotate to the right.

The Huffman table for our little robot. The cells are in the format of next state/output.

If we put this into a Mealy machine, it'll look something like this:

Makes Machine Run Crossword Clue

The need of the Stop state is debatable. It's merely a transition state, but we included it to make things a bit more lucid.

Arduino Implementation

Let's give it a shot to code a state machine for our beloved robot. There are many ways to implement state machines. One way is to create a lookup table in your code like the Huffman table, but that quickly turns into a debugging mess.

Below is another way to implement the state machine for the robot. It uses a switch case statement for the states. Within each case (state) we decide what to do based on what we have on the sensor input.

Concluding Words

When designing embedded systems, the logic quickly becomes complex, disorganized, and bewildering. You might eventually be able to get the logic to work with a mess of a code, but debugging will give you gray hairs and the code will possibly be near incomprehensive to others.

With state machines you get the proper overview, both in terms of documentation and code. Debugging becomes a lot easier too. When filling out the Huffman table you quickly see what cases you haven't thought of and are able to make a complete ruleset of every possible case.

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MARBLE RUN

ABOUT THE GAME

MARBLE RUN is a collaborative attempt to build
the longest marble run on earth! There are different
types of bricks available to build tracks with.

Every user-built track that is added to the marble
run increases the total length of the over all track.
With increasing length more and more special bricks
get unlocked to allow you to build even more tracks!

MOZILLA GAME ON 2010

Machine

This system takes in a stream of zeros and ones and outputs a 1 any time it gets the input sequence 011.

A comparison between the Moore and the Mealy machines

In both diagrams, the bold numbers in the state bubbles represent the name of the states. In the Moore diagram, the lower numbers in the state bubbles are the output while the numbers on the arrows are the input. In the Mealy diagram the numbers on the arrows are in the form of input/output. Parallels 14 bundle.

As you can see, the Mealy machine ends up with a state less states since the Moore machine needs a seperate state where it sets the output to 1.

The Huffman Table

The Huffman table is a neat way to catch all logic cases for each state. The rows are states and the columns are inputs or combinations of inputs. The contents of the cells are in the form of next state/output.

Example

Let's imagine a vehicular robot almost like a Roomba that can rotate around its own axis. It will travel straight until it almost hits a wall. Then it will stop, and rotate until it's unable to detect the wall and start moving forward again.

Let's say it has two IR sensors near the front, aiming 45 degrees to either side. If both sensors are triggered, it will rotate to the right.

The Huffman table for our little robot. The cells are in the format of next state/output.

If we put this into a Mealy machine, it'll look something like this:

Makes Machine Run Crossword Clue

The need of the Stop state is debatable. It's merely a transition state, but we included it to make things a bit more lucid.

Arduino Implementation

Let's give it a shot to code a state machine for our beloved robot. There are many ways to implement state machines. One way is to create a lookup table in your code like the Huffman table, but that quickly turns into a debugging mess.

Below is another way to implement the state machine for the robot. It uses a switch case statement for the states. Within each case (state) we decide what to do based on what we have on the sensor input.

Concluding Words

When designing embedded systems, the logic quickly becomes complex, disorganized, and bewildering. You might eventually be able to get the logic to work with a mess of a code, but debugging will give you gray hairs and the code will possibly be near incomprehensive to others.

With state machines you get the proper overview, both in terms of documentation and code. Debugging becomes a lot easier too. When filling out the Huffman table you quickly see what cases you haven't thought of and are able to make a complete ruleset of every possible case.

Download font SORT GALLERY BY
  • DATE
  • LIKES
Previous PageNext Page

MARBLE RUN

ABOUT THE GAME

MARBLE RUN is a collaborative attempt to build
the longest marble run on earth! There are different
types of bricks available to build tracks with.

Every user-built track that is added to the marble
run increases the total length of the over all track.
With increasing length more and more special bricks
get unlocked to allow you to build even more tracks!

MOZILLA GAME ON 2010

This game was developed by students of the Salzburg University of Applied Science for the Game On 2010 challenge hosted by Mozilla.

Make Machine Run Faster

CREATED BY

Eberhard Gräther (WEB / CONCEPT)
Matthias Hempt (DESIGN / CONCEPT)
Nicola Lieser (DESIGN / CONCEPT)
Mathias Paumgarten (WEB / CONCEPT)
David Strauß (WEB / CONCEPT)

IMPRINT

David Strauß
Lebachstraße 20/2
5322 Hof bei Salzburg
Austria
david@strauss.io

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MARBLE RUN

© 2011
Eberhard Gräther
Matthias Hempt
Nicola Lieser
Mathias Paumgarten
David Strauß

CONTACT US

mail@marblerun.at

VISIT MARBLE RUN ON

Facebook
@themarblerun

ERROR

HEY THERE,
WE NEED
YOUR HELP!

We want to build the longest
MARBLE RUN on earth!

You can be a part of it by
building your own track and
adding it to the MARBLE RUN!

By increasing the length of the
track, different types of special
bricks are going to be available,
allowing you to build even
more awesome tracks.

This website uses cookies, more information.

Supported browsers:
Google Chrome, Mozilla Firefox 4
Opera, Safari 5

DRAG&DROP

Every Brick can be moved by Drag&Drop

SELECT

By clicking on a brick in one of the two
toolboxes on the right you select it for
further use.

PLACE

Click on an empty cell in the grid to place
the selected brick. You can also drag bricks
directly from the toolbox on the grid.

ROTATE

By clicking on a brick you rotate it.
This works also on the currently selected
brick in the toolbox.

REMOVE

To remove a brick you have to drag it off the
grid (and release it).

MULTI PLACE

To place multiple bricks of the same kind
you can 'paint' on the grid! Simply hold down
the left mouse button and move around.

MULTI REMOVE

If you select the empty cell in the toolbox
you can use the above described 'MULTI PLACE'
method to remove multiple bricks at once.

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