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The State

The state is a flat tier of mapping from state keys to state values. A state key uniquely identifies an entry, or slot, in the state storage, and a state value is data stored at that entry. A state key-value pair is often referred to as a “state item” or a “state slot”.

From Move code, the state is the “disk” that holds all the persisted data across transactions.

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FIXME(aldenhu): Add illustration

From the storage point of view, there is no nested structure in the state. For example, while in Move a resource is logically associated with an account address, all resources belonging to the same account are not associated with each other in or stored together “under the account”, as a result, there is no way in Move to list all resources of an account. In fact, to make a list of anything, one needs to use an explicit traversable data structure like a vector, which packs the list to a single value or a BigVector which distributes items across multiple State Values and manages them automatically.

The Move VM translates reads and writes of various types of state items into queries and updates by state keys, which returns state values as results or takes state values as input.

There are currently 4 types of state items, identified by 4 different flavors of state keys:

Modules

Modules are Move binary code. use statements in Move code loads contents from a module, for example:

example.move
module Alice::Example {
    use 0x1::table::Table; // loads the 0x1::table module from state storage
}

The above statement results in the entirety of module table published under address 0x1 being loaded into the VM at runtime.

One way to publish a compiled module is to use the Aptos Cli:

Terminal
aptos move publish --named-addresses hello_blockchain=default

See the full guide here: Your First Move Module

Pseudo Code: StateKey for Module

In the state storage, a module is identified by the address of the account publishing the module and the module name.

StateKey::Module
enum StateKey {
    /// for example, 0x1::aptos_framework
    Module {
        address: AccountAddress,
        module_name: String,
    },
    ...
}

Resources

Move structures with both the key and store abilities can be stored as a resource in the state storage. One with only the store ability can be part of a resource, but it alone cannot be stored as a resource.

storable structure
struct Storable: store {
    value: u64,
}
 
struct MyResource: key, store {
    field1: Storable,
}

See more here Storing Resources in Global Storage.

One can access resources in various ways:

Accessing state storage
use 0x1::res::Res; // Load the module `0x1::res` to get the defiition of `Res`.
 
fun example() acquires Res {
  let x = &mut Res[@0xcafe]; // get a mutable reference to resource `Res` under address `@0xcafe`
  x.value = false; // write to a field of it
  R[@0x1].value = true; // the same thing
 
  let r = move_from::<Res>(0xcafe); // remove the resource from the state storage and return it
}

See details here Global Storage - Operators and here Index Notation for Storage Operators

Pseudo Code: State Key for Resource

In the state storage, a resource is identified by it’s owning address and the resource type.

Notice that two account addresses are involved in a resource state key: the one whose module defined the struct and the one who owns the resource.

StateKey::Resource
/// for example, 0x1::aptos_framework::Account
struct StructType {
    address: AccountAddress,
    module_name: String,
    struct_name: String,
}
 
enum StateKey {
    Resource {
        /// for example, 0xcafe
        address: AccountAddress,
        /// for example, 0x1::aptos_framework::Account
        struct_type: StructType,
    },
    ...
}

Resource Groups

Resource groups are a way to share a single state storage slot among a group of relevant resources. With resource groups the developer

  1. enjoys the elegance of decoupling the granularity of abstraction with the granularity of storage
  2. has the flexibility of adding new content to an existing state slot without redefining a resource with added fields and write chunky code to deal with backward compatibility and data migration.

Learn more about the Resource Group design in this AIP: AIP-9 Resource Groups

Resource Groups
// This defines the group and represents the storage slot being shared.
#[resource_group(scope = global)]
struct ObjectGroup { }
 
// This defines a group member, an incremental content of the group.
#[resource_group_member(group = aptos_framework::object::ObjectGroup)]
struct Object has key {
    guid_creation_num: u64,
}
 
// This defines another group member, another incremental content of the group.
#[resource_group_member(group = aptos_framework::object::ObjectGroup)]
struct Token has key {
    name: String,
}

In Move, resource group members can be accessed just like individual resources. Behind the scenes, the Move VM translates access to a group member to the group and extracts the part of the group content that maps to the requested member.

The developer can model their data with resource groups directly, but often times they use them indirectly through various standards provided by the Aptos Framework. Move Objects, for example, is the motivating use case for resource groups. Digital Assets and Fungible Assets standards were built on top of objects.

Pseudo Code: State Key for Resource Group

In the state storage, a resource group is identified by it’s owning address and the structure type, similar to resources.

Notice that given an account address and a struct type, both StateKey::Resource and StateKey::ResourceGroup can be constructed out of the two and they are two distinct state keys, but the Move compiler and framework guarantees at most one of them exists in the state storage.

StateKey::ResourceGroup
/// for example, 0x1::object::ObjectGroup
struct StructType {
    address: AccountAddress,
    module_name: String,
    struct_name: String,
}
 
enum StateKey {
    ResourceGroup {
        /// for example, 0xcafe
        address: AccountAddress,
        /// for example, 0x1::object::ObjectGroup
        struct_type: StructType,
    },
...
}

Table Items

A table is provided as a way to store a large data structure across multiple state storage slots. The 0x1::table::Table itself is a regular resource that resides in an enclosing resource or table entry, but adding an entry to the table results in a separate state item to be allocated.

Table
 
    struct Table<phantom K: copy + drop, phantom V> has store {
        /// identifies the table with a 256 bits hash value
        /// (note that `address` is not necessarily an Aptos account address,
        /// rather, it's just a Move type to represent a 256 bits hash value)
        handle: address,
    }
 
    fun table_example() {
        let table = MyStruct[@0xcafe].table; // reference a table in a resource
        table.insert(0, 1); // insert a key-value pair to the table, residing in a seperate state slot
    }

See more about tables here Tables.

Various advanced data structures in the Aptos Framework are implemented base on tables, for example: SmartVector.

Pseudo Code: State Key for Table Item

StateKey::TableItem
 
enum StateKey {
    TableItem {
        /// the 256 bits table handle
        table_handle: [u8; 32],
        /// serialized bytes of the key
        key: Vec<u8>,
    },
    ...
}