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Finite State Machine

The FiniteStateMachineType is the base ObjectType for StateMachines that explicitly define the possible States and Transitions. Once the States are defined subtypes shall not add new States (see B.4.18). The States of the machine are represented with instances of the StateType ObjectType.

EachState shall have a BrowseName which is unique within the StateMachine and shall have a StateNumber which shall also be unique across all States defined in the StateMachine.

Be aware that States in a SubStateMachine may have the same StateNumber or BrowseName as States in the parent machine. A concrete subtype of FiniteStateMachineType shall define at least one State.

A StateMachine may define one State which is an instance of the InitialStateType. This State is the State that the machine goes into when it is activated.

The Transitions that may occur are represented with instances of the TransitionType.

Each Transition shall have a BrowseName which is unique within the StateMachine and may have a TransitionNumber which shall also be unique across all Transitions defined in the StateMachine.

The initial State for a Transition is a StateType Object which is the target of a FromState Reference. The final State for a Transition is a StateType Object which is the target of a ToState Reference. The FromState and ToState References shall always be specified. A Transition may produce an Event. The Event is indicated by a HasEffect Reference to a subtype of BaseEventType. The StateMachineType shall have GeneratesEvent References to the targets of a HasEffect Reference for each of its Transitions. A FiniteStateMachineType may define Methods that cause a transition to occur. These Methods are targets of HasCause References for each of the Transitions that may be triggered by the Method. The Executable Attribute for a Method is used to indicate whether the current State of the machine allows the Method to be called.

A FiniteStateMachineType may have sub-state-machines which are represented as instances of StateMachineType ObjectTypes. Each State shall have a HasSubStateMachine Reference to the StateMachineType Object which represents the child States. The SubStateMachine is not active if the parent State is not active. In this case the CurrentState and LastTransition Variables of the SubStateMachine shall have a status equal to BadStateNotActive (see Table B.17).

Hierarchy

Index

Properties

currentState

currentState: FiniteStateVariable

Current state CurrentState stores the current state of an instance of the StateMachineType. CurrentState provides a human readable name for the current state which may not be suitable for use in application control logic. Applications should use the Id Property of CurrentState if they need a nique identifier for the state.

currentStateNode

currentStateNode: State

Readonly initialState

initialState: InitialState

Optional lastTransition

lastTransition: FiniteTransitionVariable

Last transition

LastTransition stores the last transition which occurred in an instance of the StateMachineType. LastTransition provides a human readable name.

Readonly states

states: State[]

Readonly transitions

transitions: Transition[]

Methods

findTransitionNode

getCurrentState

  • getCurrentState(): string
  • return the current state as string

    Returns string

getStateByName

  • getStateByName(name: string): State
  • return the state Node by Name

    Parameters

    • name: string

    Returns State

getStates

  • return all state nodes associated with this state machine

    Returns State[]

getTransitions

  • return all state to state transition node associated with this state machine

    Returns Transition[]

isValidTransition

  • returns true if there is a valid transition from currentStateNode to toStateNode

    Parameters

    Returns boolean

setState

  • change the current state

    note:

    • a transition from currentState to toState node must exists
    • a TransitionEventType event will be raised

    Parameters

    Returns void

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