OOP G2

Cards (20)

  • State Machine Diagram in UML
    A behavioural diagram that represents the different states a system or object can be in, including the transitions between those states triggered by an event
  • State Machine Diagram
    • Useful for modelling the behaviour of complex systems, such as software applications or embedded systems, where the behaviour is dependent on the current state and the event received
  • Concept
    State Machine Diagram is a graphical representation of a finite state machine(FSM). It's a modelling technique used in computer science, engineering, and various other fields to depict the behaviour of systems with discrete states.
  • Key Components
    • State
    • Transition
    • Event
    • Action
    • Initial State
    • Final State
    • Choice pseudostate
    • Event
    • Exit point
    • First state
    • Guard
    • State
    • Terminator
    • Transition
    • Transitional Behavior
    • Trigger
  • State
    A condition or situation in which an object or system can exist at a particular point in time
  • Transition
    The movement or change of state that occurs in response to certain events or conditions
  • Event
    A stimulus or occurrence that triggers a transition from one state to another
  • Action
    Tasks or operations that are performed when a transaction occurs
  • Initial State
    The starting point of the state machine
  • Final State
    The conclusion or termination of the state machine's behaviour
  • Choice pseudostate
    A diamond symbol that indicates a dynamic condition with branched potential result
  • Event
    An instance that triggers a transition, labelled above the applicable transition arrow
  • Exit point
    The point at which an object escapes the composite state or state machine, denoted by a circle with an X through it
  • First state
    A marker for the first state in the process, shown by a dark circle with a transition arrow
  • Guard
    A Boolean condition that allows or stops a transition, written above the transition arrow
  • State
    A rectangle with rounded corners that indicates the current nature of an object
  • Terminator
    A circle with a dot in it that indicates that a process is terminated
  • Transition
    An arrow running from one state to another that indicates a changing state
  • Transitional Behavior
    A behaviour that results when a state transitions, written above the transition arrow
  • Trigger
    A type of message that actively moves an object from state to state, written above the transition arrow