def fire_events(object, *events)
      run_action = [true, false].include?(events.last) ? events.pop : true
      
      # Generate the transitions to run for each event
      transitions = events.collect do |event_name|
        # Find the actual event being run
        event = nil
        detect {|name, machine| event = machine.events[event_name, :qualified_name]}
        
        raise(InvalidEvent.new(object, event_name)) unless event
        
        # Get the transition that will be performed for the event
        unless transition = event.transition_for(object)
          event.on_failure(object)
        end
        
        transition
      end.compact
      
      # Run the events in parallel only if valid transitions were found for
      # all of them
      if events.length == transitions.length
        TransitionCollection.new(transitions, :actions => run_action).perform
      else
        false
      end
    end
def fire_events(object, *events)
      run_action = [true, false].include?(events.last) ? events.pop : true
      
      # Generate the transitions to run for each event
      transitions = events.collect do |event_name|
        # Find the actual event being run
        event = nil
        detect {|name, machine| event = machine.events[event_name, :qualified_name]}
        
        raise(InvalidEvent.new(object, event_name)) unless event
        
        # Get the transition that will be performed for the event
        unless transition = event.transition_for(object)
          event.on_failure(object)
        end
        
        transition
      end.compact
      
      # Run the events in parallel only if valid transitions were found for
      # all of them
      if events.length == transitions.length
        TransitionCollection.new(transitions, :actions => run_action).perform
      else
        false
      end
    end
Runs one or more events in parallel on the given object.  See
 StateMachine::InstanceMethods#fire_events for more information.