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- <title>State machine glossary</title><link rel="stylesheet" href="boostbook.css" type="text/css"><meta name="generator" content="DocBook XSL-NS Stylesheets V1.75.2"><link rel="home" href="index.html" title="Meta State Machine (MSM)"><link rel="up" href="ch02.html" title="Chapter 2. UML Short Guide"><link rel="prev" href="ch02s03.html" title="Added concepts"><link rel="next" href="ch03.html" title="Chapter 3. Tutorial"></head><body bgcolor="white" text="black" link="#0000FF" vlink="#840084" alink="#0000FF"><div class="navheader"><table width="100%" summary="Navigation header"><tr><th colspan="3" align="center">State machine glossary</th></tr><tr><td width="20%" align="left"><a accesskey="p" href="ch02s03.html">Prev</a> </td><th width="60%" align="center">Chapter 2. UML Short Guide</th><td width="20%" align="right"> <a accesskey="n" href="ch03.html">Next</a></td></tr></table><hr></div><div class="sect1" title="State machine glossary"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a name="d0e264"></a>State machine glossary</h2></div></div></div><p>
- </p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>state machine: the life cycle of a thing. It is made of states,
- regions, transitions and processes incoming events.</p></li><li class="listitem"><p>state: a stage in the life cycle of a state machine. A state (like
- a submachine) can have an entry and exit behaviors.</p></li><li class="listitem"><p>event: an incident provoking (or not) a reaction of the state
- machine</p></li><li class="listitem"><p>transition: a specification of how a state machine reacts to an
- event. It specifies a source state, the event triggering the
- transition, the target state (which will become the newly active
- state if the transition is triggered), guard and actions.</p></li><li class="listitem"><p>action: an operation executed during the triggering of the
- transition.</p></li><li class="listitem"><p>guard: a boolean operation being able to prevent the triggering of
- a transition which would otherwise fire.</p></li><li class="listitem"><p>transition table: representation of a state machine. A state
- machine diagram is a graphical, but incomplete representation of the
- same model. A transition table, on the other hand, is a complete
- representation.</p></li><li class="listitem"><p>initial state: The state in which the state machine starts. Having
- several orthogonal regions means having as many initial
- states.</p></li><li class="listitem"><p>submachine: A submachine is a state machine inserted as a state in
- another state machine and can be found several times in a same state
- machine.</p></li><li class="listitem"><p>orthogonal regions: (logical) parallel flow of execution of a
- state machine. Every region of a state machine gets a chance to
- process an incoming event.</p></li><li class="listitem"><p>terminate pseudo-state: when this state becomes active, it
- terminates the execution of the whole state machine. MSM does not
- destroy the state machine as required by the UML standard, however,
- which lets you keep all the state machine's data.</p></li><li class="listitem"><p>entry/exit pseudo state: defined for submachines and are defined
- as a connection between a transition outside of the submachine and a
- transition inside the submachine. It is a way to enter or leave a
- submachine through a predefined point.</p></li><li class="listitem"><p>fork: a fork allows explicit entry into several orthogonal regions
- of a submachine.</p></li><li class="listitem"><p>history: a history is a way to remember the active state of a
- submachine so that the submachine can proceed in its last active
- state next time it becomes active.</p></li><li class="listitem"><p>completion events (also called completion/anonymous transitions):
- when a transition has no named event triggering it, it automatically
- fires when the source state is active, unless a guard forbids
- it.</p></li><li class="listitem"><p>transition conflict: a conflict is present if for a given source
- state and incoming event, several transitions are possible. UML
- specifies that guard conditions have to solve the conflict.</p></li><li class="listitem"><p>internal transitions: transition from a state to itself without
- having exit and entry actions being called.</p></li></ul></div><p>
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