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