Big state machines
Fri Apr 15 10:55:48 CEST 2005
I'm implementing my poker logic as a gen_fsm behavior. I'm finding that
my FSM is getting a bit unwieldy, though, what with all the tests I have
to write for different state transitions, etc.
I'm wondering if there's an idiomatic way of splitting big FSMs into
smaller chunks. Should I move the processing code into different modules
and leave just invocations in the FSM callback module?
I suppose this will help with reusing states in other state machines but
would like to hear how people have been tackling this problem.
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