Zephyr: State Machine Framework
BME554L - Fall 2025
State Machine Framework
- Nested conditional logic main loops are hard to read and maintain.
- State machines are a common way to implement complex logic.
- States have transitions that are triggered by events or conditions.
- States can have entry / exit routines that are executed when the state is entered / exited.
- The “run” status of a state is commonly referred to as the “state machine tick” and recurrently loops.
- State diagrams are used to visualize state machines.
- State structures are used to capture variables associated with describing the state.
Implementation
Switch-Case
- The simplest implementation of a state machine is a switch-case statement.
- The switch statement is used to select the current state.
- The case statements are used to implement the logic for each state.
- Cases can be nested to implement sub-states.
- Enumerations can be used to give states verbose names instead of numbers.
- The break statement is used to exit the switch statement.
- The default statement is used to handle unexpected states.
Use the State to Dictate Function
- Avoid testing for a condition in a state to figure out what to do; let being in the state dictate the function (i.e., you shouldn’t have to test for the state you are in to know what to do).
- Use entry and exit routines to handle state transitions; do not test for first or last iteration of that state.
- “Run” states can iterate in a loop until a condition is met to change the state, or can wait for an event.
- If you find you need to timeout an event wait to allow other stuff to happen, consider using
k_event_test().
Pseudo-Code
enum device_states { init, run, error_entry, error_run, error_exit };
int device_state = init; // initialize state
/* structure to bookkeep state variables */
struct device_state_vars {
int var1;
int var2;
};
while (1) {
switch (device_state) {
case init:
/* do stuff to initialize device */
device_state = run; // change the state
break;
case run:
/* run device */
if (condition) {
device_state = error;
}
break;
case error_entry:
illuminate_error_led();
break;
case error_run:
if (condition_to_leave_error) {
device_state = error_exit;
}
break
case error_entry:
turn_off_error_led();
device_state = run;
break;
default:
/* handle unexpected state */
break;
}
}The switch-case approach loses some of its elegance when there are many states and many transitions and states have entry / exit routines.
State Machine Framework
State machine implementations are so common that Zephyr provides a state machine framework.
Pseudo-Code
prj.conf
CONFIG_SMF=yFlat State Machine Example
main.c
#include <zephyr/kernel.h>
#include <zephyr/drivers/gpio.h>
#include <zephyr/smf.h>
#define SW0_NODE DT_ALIAS(sw0)
/* List of events */
K_EVENT_DEFINE(button_events);
#define FREQ_UP_BTN_PRESS BIT(0)
#define FREQ_DOWN_BTN_PRESS BIT(1)
#define SLEEP_BTN_PRESS BIT(2)
#define RESET_BTN_PRESS BIT(3)
static const struct gpio_dt_spec button =
GPIO_DT_SPEC_GET_OR(SW0_NODE, gpios, {0});
static struct gpio_callback button_cb_data;
/* Forward declaration of state table */
static const struct smf_state demo_states[];
/* List of demo states */
enum demo_state { INIT, S0, S1 };SMF Context Struct
/* User defined object */
struct s_object {
/* This must be first */
struct smf_ctx ctx;
/* Other state specific data add here */
} s_obj;- Struct that stores information about the previous and current state.
- Stores state termination value.
Zephyr Docs: SMF Context Struct
static void init_run(void *o)
{
int ret;
if (!gpio_is_ready_dt(&button)) {
printk("Error: button device %s is not ready\n",
button.port->name);
return;
}
ret = gpio_pin_configure_dt(&button, GPIO_INPUT);
if (ret != 0) {
printk("Error %d: failed to configure %s pin %d\n",
ret, button.port->name, button.pin);
return;
}
ret = gpio_pin_interrupt_configure_dt(&button,
GPIO_INT_EDGE_TO_ACTIVE);
if (ret != 0) {
printk("Error %d: failed to configure interrupt on %s pin %d\n",
ret, button.port->name, button.pin);
return;
}
gpio_init_callback(&button_cb_data, button_pressed, BIT(button.pin));
gpio_add_callback(button.port, &button_cb_data);
smf_set_state(SMF_CTX(&s_obj), &demo_states[S0]);
}
/* State S0 */
static void s0_entry(void *o)
{
printk("STATE0\n");
}
static void s0_run(void *o)
{
/* Change states on Button Press Event */
int32_t events = k_event_wait(&button_events, FREQ_UP_BTN_PRESS, true, K_FOREVER);
if (events & FREQ_UP_BTN_PRESS) {
smf_set_state(SMF_CTX(&s_obj), &demo_states[S1]);
}
}
/* State S1 */
static void s1_entry(void *o)
{
printk("STATE1\n");
}
static void s1_run(void *o)
{
/* Change states on Button Press Event */
int32_t events = k_event_wait(&button_events, FREQ_DOWN_BTN_PRESS, true, K_FOREVER);
if (events & FREQ_DOWN_BTN_PRESS) {
smf_set_state(SMF_CTX(&s_obj), &demo_states[S0]);
}
}
/* Populate state table */
static const struct smf_state demo_states[] = {
[INIT] = SMF_CREATE_STATE(NULL, init_run, NULL, NULL, NULL),
[S0] = SMF_CREATE_STATE(s0_entry, s0_run, NULL, NULL, NULL),
[S1] = SMF_CREATE_STATE(s1_entry, s1_run, NULL, NULL, NULL),
};
void button_pressed(const struct device *dev, struct gpio_callback *cb, uint32_t pins) {
/* Generate Button Press Event */
k_event_post(&button_events, FREQ_UP_BTN_PRESS);
}
int main(void)
{
/* Set initial state */
smf_set_initial(SMF_CTX(&s_obj), &demo_states[INIT]);
/* Run the state machine */
while(1) {
/* Block until an event is detected */
int events = k_event_wait(button_events, EVENT_BTN_PRESS, true, K_FOREVER);
/* State machine terminates if a non-zero value is returned */
ret = smf_run_state(SMF_CTX(&s_obj));
if (ret) {
/* handle return code and terminate state machine */
smf_set_terminate(SMF_CTX(&s_obj), ret);
break;
}
}
}Heirarchical State Machine Example
If multiple states share the same entry / exit routines, they can be grouped into a “superstate”.
https://docs.zephyrproject.org/latest/services/smf/index.html#hierarchical-state-machine-example
When to Use Threads vs. States
- The state machine is the foundation of describing the behavior of a system.
- Threads as a tool to help implement a function of the state machine that is not readily captured by an exclusive state.
- Threads add overhead and complexity to the system, making debugging more difficult.
- Threads are not readily captured in a state diagram, but are more commonly described using a sequence diagram.
Avoiding Global Variables with s_object Struct
As you implement functionality within the SMF, you may wonder how to make a variable available in two different states — which is a good question, because a natural instinct might be to utilize a global variable, which we want to avoid.
Generally, you can leverage the fact that the s_object struct we create for smf_ctx (ie, state machine context) is passed to all states as a pointer and populate it with members for your own purpose. You can declare an s_object struct template in the global scope that contains anything you need to access between states. Something like:
struct s_object {
struct smf_ctx ctx; // must be first element
struct struct_type my_struct;
int16_t my_variable;
int16_t my_array[ARR_LENGTH];
};To be clear, this is merely defining a struct type and does not constitute creating a variable. Then, within main(), you can create an instance of this struct (that will be local to main) and populate the members with initial values — here, this example shows how to do this with a helper function:
#define S_OBJ_SUCCESS 0
#define S_OBJ_ERR_NULL_PTR -1
#define S_OBJ_ERR_BAD_CONFIG -2 // define your own error codes
int8_t init_s_object(struct s_object *s) {
if (s == NULL) {
return S_OBJ_ERR_NULL_PTR; // invalid pointer
}
s->my_variable = 0; // initial value
s->my_struct.member = &s->my_variable; // assign member of my_struct pointer to my_variable
s->my_struct.array_size = sizeof(s->my_array[0])*ARR_LENGTH;
if (s->my_struct.member == NULL) {
return S_OBJ_ERR_BAD_CONFIG;
}
return S_OBJ_SUCCESS;
}As always, utilize function returns for error handling using exit codes.
int main(void){
static struct s_object s_obj; // create an instance of s_object called s_obj
int ret = init_s_object(&s_obj); // initialize s_obj using helper function
if (ret != 0) {
LOG_ERR("could not initialize s_object stuct (%d)", ret);
break;
}
smf_set_initial(SMF_CTX(&s_obj), &fsm_states[INIT]);
for (;;) {
ret = smf_run_state(SMF_CTX(&s_obj));
if (ret != 0) {
LOG_ERR("terminating state machine (%d)", ret);
break;
}
}
return 0;
}Then, within a state:
static void state_run(void *o){
struct s_object *s = (struct s_object *)o; // cast explicitly for compiler
(void)my_function(&s->my_variable); // pass pointer to my_variable to my_function
// remainder of state code
}Because the default argument for states is a generic pointer (void *o), you will need to cast the input to a pointer for the s_object struct to safely access its members. If you’re unfamiliar with the arrow operator (->), this allows you to access members of a struct via a pointer. This syntax is equivalent to (*s).member , where the . is how we would typically access a member directly (ie, not as a pointer).