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- [RAII Guards](./patterns/RAII.md)
- [Prefer Small Crates](./patterns/small-crates.md)
- [Strategy](./patterns/strategy.md)
- [Typestate/Session Types](./patterns/typestate.md)
- [Contain unsafety in small modules](./patterns/unsafe-mods.md)
- [Visitor](./patterns/visitor.md)

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# The Typestate Pattern

## Description


The typestate pattern is an API design pattern that encodes information about an object's run-time state in its compile-time type. In particular, an API using the typestate pattern will have:

* Operations on an object (such as methods or functions) that are only available when the object is in certain states,

* A way of encoding these states at the type level, such that attempts to use the operations in the wrong state fail to compile,

* State transition operations (methods or functions) that change the type-level state of objects in addition to, or instead of, changing run-time dynamic state, such that the operations in the previous state are no longer possible.

## Example

This is one example of how to implement the pattern for a simple type that needs to be initialized or otherwise prepared before use
(that is, it has two states: (), and Ready). More states and operations may be added to implement a more complex state machine.


```rust

use std::marker::PhantomData;

pub struct Ready;

pub struct Thing<S = ()> {
// tracks state type info at compile time, optimized out for runtime.
marker: PhantomData<S>
}

// Private constructor to internally control what state the struct is in.
fn state_constructor<S>() -> Thing<S> {
Thing { marker: PhantomData }
}

// Operations in our default state ()
impl Thing {
pub fn new() -> Self {
Self { marker: PhantomData }
}

// Consumes the struct to return one with a new type state
pub fn get_ready(self) -> Thing<Ready> {
state_constructor::<Ready>()
}
}

// Operations available in any state
impl<S> Thing<S> {
pub fn do_any_time(&self) {
println!("We can do this function whenever");
}
}

// We can only use this function when ready
pub fn do_only_when_ready(_: Thing<Ready>) {
println!("We can only do this when we are Ready")
}

fn main() {
let thing = Thing::new();

// Not ready yet
thing.do_any_time();
// do_only_when_ready(thing); // this won't compile

// Transition to Ready
let ready = thing.get_ready();

// Now we're ready
ready.do_any_time();
do_only_when_ready(ready);
}
```


## Motivation

You are modelling a system that functions as a state machine, and want to ensure at compile-time that invalid states never occur in any runtime scenario.

## Advantages


* It moves certain types of errors from run-time to compile-time, giving programmers faster feedback.
* It interacts nicely with IDEs, which can avoid suggesting operations that are illegal in a certain state.
* It can eliminate run-time checks, making code faster/smaller.

## Disadvantages

* It can add some verbosity and complexity to the code.
* Implementing it for complex structs can be difficult.
* It can make compiler error messages very hard to understand.

## See also

- [The Typestate Pattern in Rust, Cliff L. Biffle (2019)](https://web.archive.org/web/20210103081241/https://cliffle.com/blog/rust-typestate/)