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If you've ever do any game programming you'll be drowning in state machines.


Or control systems (which is remarkably similar to game programming, really). Basically anything that needs to model on control a system which changes state over time. Sometimes it gets a bit too much, though, and people start seeing every task as a nail for a state-machine hammer.


Any such state model is not the actual thing it models (which is almost always stateless continuous time) therefore extremely annoying to work with. Also a source of bugs and concurrency issues.


network protocol as well, hell, any non-toy network application ends up containing a state machine either implicitly or explicitly


VHDL/Verilog as well, but that's completely obvious.

I've been using state machines for Javascript UI elements.. really simplifies things.


Gesture detection/interaction here. All state machines all the time.


Life cycle management, process synchronization, lockfree data structure, user-space networking... I can't remember the last time I didn't use a state machine.


As someone who troubleshot networking issues for years, god bless you.


This. When I was learning to code by making games I was making state machines without even knowing the definition.




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