Of course! The term "transitions" in Python can refer to a few different concepts depending on the context. I'll cover the three most common ones:

- State Machine Transitions (using the
transitionslibrary): This is the most direct answer. It's a powerful and popular library for managing state machines in Python. - Stateful Class Transitions: Designing your own classes to manage state changes, a fundamental concept in object-oriented design.
- UI/Animation Transitions: Using libraries like
PyQtorPygameto create visual transitions in user interfaces or games.
Let's dive into each one, starting with the most popular.
State Machine Transitions with the transitions Library
A state machine is a model of behavior composed of states, transitions between those states, and actions. It's perfect for modeling workflows, game logic, network protocols, or any system that has a well-defined set of conditions and responses.
The transitions library is an excellent, easy-to-use tool for creating state machines in Python.
Installation
First, you need to install the library:

pip install transitions
Core Concepts
- Model: An object whose state you want to manage. It can be any Python class.
- States: The distinct conditions or modes your model can be in (e.g.,
solid,liquid,gas). - Transitions: The rules that define how the model moves from one state to another (e.g., you can only transition from
solidtoliquidwhen heated). - Callbacks: Functions that are automatically executed before (
on_enter), during (on), or after (on_exit) a transition. This is where you put your logic.
A Simple Example: A Light Switch
Let's model a simple light switch that can be on or off.
import transitions
# 1. Define the states
states = ['on', 'off']
# 2. Define the transitions (from_state -> to_state, triggers)
# A trigger is the event that causes the transition.
transitions = [
{ 'trigger': 'switch_on', 'source': 'off', 'dest': 'on' },
{ 'trigger': 'switch_off', 'source': 'on', 'dest': 'off' }
]
# 3. Create the state machine instance
# We pass the states and transitions to the Machine constructor
machine = transitions.Machine(model=None, states=states, transitions=transitions, initial='off')
# 4. Use the machine
# The machine itself isn't tied to an object yet. Let's see its states.
print(f"Initial state: {machine.state}") # Output: Initial state: off
# Fire a trigger to transition
machine.switch_on()
print(f"State after switch_on: {machine.state}") # Output: State after switch_on: on
# Try to trigger a transition that's not allowed from the current state
try:
machine.switch_on() # This will raise a TransitionNotAllowed error
except transitions.TransitionNotAllowed as e:
print(f"Error: {e}") # Output: Error: Can't switch_on from state on
machine.switch_off()
print(f"State after switch_off: {machine.state}") # Output: State after switch_off: off
A More Advanced Example: A Pizza Order
This example shows how to bind the state machine to a model object and use callbacks.
import transitions
class PizzaOrder:
def __init__(self):
# Define states and transitions
states = ['ordering', 'preparing', 'baking', 'ready_for_delivery', 'delivered', 'cancelled']
transitions = [
{'trigger': 'confirm_order', 'source': 'ordering', 'dest': 'preparing'},
{'trigger': 'start_baking', 'source': 'preparing', 'dest': 'baking'},
{'trigger': 'finish_baking', 'source': 'baking', 'dest': 'ready_for_delivery'},
{'trigger': 'dispatch', 'source': 'ready_for_delivery', 'dest': 'delivered'},
{'trigger': 'cancel', 'source': ['ordering', 'preparing'], 'dest': 'cancelled'}
]
# Initialize the state machine and bind it to this instance
self.machine = transitions.Machine(model=self, states=states, transitions=transitions, initial='ordering')
# Add callbacks
self.machine.add_callback('on_enter_preparing', self.prepare_ingredients)
self.machine.add_callback('on_enter_baking', self.put_in_oven)
self.machine.add_callback('on_enter_delivered', self.notify_customer)
def prepare_ingredients(self):
print("-> Preparing ingredients...")
def put_in_oven(self):
print("-> Putting pizza in the oven.")
def notify_customer(self):
print("-> Pizza is delivered! Customer notified.")
def __str__(self):
return f"Order status: {self.state}"
# --- Let's run the pizza order process ---
order = PizzaOrder()
print(order)
order.confirm_order()
print(order)
order.start_baking()
print(order)
# Simulate baking time
order.finish_baking()
print(order)
order.dispatch()
print(order)
# Let's try cancelling an already delivered order (it should fail)
try:
order.cancel()
except transitions.TransitionNotAllowed as e:
print(f"\nError: {e}")
# Let's try a new order and cancel it early
new_order = PizzaOrder()
print(f"\n--- New Order --- {new_order}")
new_order.cancel()
print(new_order)
Stateful Class Transitions (DIY Approach)
Sometimes, for simple cases, you don't need a full library. You can implement state management directly in your class using conditional logic or properties.
This approach is more manual but gives you full control.

Example: A Document Editor
A document can be in draft or published state. Once published, it cannot be edited.
class Document:
def __init__(self, title):
self.title = title
self._state = "draft" # Internal state variable
@property
def state(self):
return self._state
def edit(self, new_content):
if self._state == "draft":
print(f"Editing '{self.title}'...")
# In a real app, you'd update content here
self._content = new_content
else:
print(f"Cannot edit '{self.title}'. It is already published.")
def publish(self):
if self._state == "draft":
print(f"Publishing '{self.title}'...")
self._state = "published"
else:
print(f"'{self.title}' is already published.")
def __str__(self):
return f"Document('{self.title}', state='{self._state}')"
# --- Usage ---
doc = Document("My First Report")
print(doc)
doc.edit("This is the content of the report.")
doc.publish()
print(doc)
# Try to edit after publishing
doc.edit("New content after publishing?") # This should fail
Pros and Cons:
- Pro: No external dependencies, simple logic for very basic states.
- Con: Becomes messy and hard to maintain as the number of states and transitions grows. You have to manually check
ifconditions everywhere.
UI/Animation Transitions
In GUI or game development, "transitions" often refer to visual effects like fading, sliding, or morphing between different screens or UI elements.
This is highly dependent on the framework you're using.
Example with PyQt
PyQt provides QPropertyAnimation for creating smooth animations on widget properties (like position, size, or opacity).
import sys
from PyQt5.QtWidgets import QApplication, QWidget, QPushButton, QVBoxLayout
from PyQt5.QtCore import QPropertyAnimation, QRect, QEasingCurve
class AnimatedWindow(QWidget):
def __init__(self):
super().__init__()
self.initUI()
def initUI(self):
self.setWindowTitle('Animation Transition')
self.setGeometry(300, 300, 300, 200)
self.button = QPushButton('Animate Me!', self)
self.button.clicked.connect(self.animate_button)
layout = QVBoxLayout()
layout.addWidget(self.button)
self.setLayout(layout)
def animate_button(self):
# Create an animation object
# We are animating the 'geometry' property of the button
self.anim = QPropertyAnimation(self.button, b"geometry", self)
# Set duration in milliseconds
self.anim.setDuration(1000)
# Set easing curve for the animation effect
self.anim.setEasingCurve(QEasingCurve.OutBounce)
# Define the start and end values for the geometry
start_geometry = self.button.geometry()
end_geometry = QRect(start_geometry.x(), start_geometry.y() + 50,
start_geometry.width(), start_geometry.height())
self.anim.setStartValue(start_geometry)
self.anim.setEndValue(end_geometry)
# Start the animation
self.anim.start()
if __name__ == '__main__':
app = QApplication(sys.argv)
ex = AnimatedWindow()
ex.show()
sys.exit(app.exec_())
When you run this, clicking the button will make it "bounce" down 50 pixels over one second.
Summary: Which One Should You Use?
| Context | Tool / Approach | Best For |
|---|---|---|
| Application Logic & Workflows | transitions library |
Complex state management (e.g., user registration, order processing, game character states). Highly recommended for anything non-trivial. |
| Simple, Self-Contained Objects | DIY Class State | Very simple objects with one or two states where adding a dependency is overkill. |
| Visual Effects in GUIs/Games | Framework-Specific Tools | Creating visual effects like fading, sliding, or resizing. Use QPropertyAnimation in PyQt, tween in Pygame, etc. |
