Gallery Tutorial TRAIL: Webel's ultimate guide to Systems Modeling Language (v1) with MagicDraw/Cameo Section 01:03: UML Behavior: StateMachines quick start Tags and keywords Topic level ADVANCED UML keywords StateMachine StateMachine Diagram State Transition Event occurrence AcceptEventAction Trigger Trigger::event Keywords UML Unified Modeling Language Slide kind UML Profile Diagram This content has been marked as discussing an ADVANCED topic! Click on the image to view it full size In addition there is an implicit trigger for completion events. Up next uml101 - StateMachines - NOTATION REFERENCE CARD Notes Snippets (quotes/extracts) [UML-2.5.1] A Trigger specifies a specific point at which an Event occurrence may trigger an effect in a Behavior. [UML-2.5.1] An Event is the specification of some occurrence that may potentially trigger effects by an object. [UML-2.5.1] A TimeEvent is an Event that occurs at a specific point in time. [UML-2.5.1] A ChangeEvent models a change in the system configuration that makes a condition true. [UML-2.5.1] A MessageEvent specifies the receipt by an object of either an Operation call or a Signal instance. [UML-2.5.1] A CallEvent models the receipt by an object of a message invoking a call of an Operation. [UML-2.5.1] A SignalEvent represents the receipt of an asynchronous Signal instance. [UML-2.5.1] A trigger for an AnyReceiveEvent is triggered by the receipt of any message that is not explicitly handled by any related trigger. [UML-2.5.1] trigger_with_ports: If a Trigger specifies one or more ports, the event of the Trigger must be a MessageEvent. Visit also Visit also (backlinks) HOWTO return chain on a CallBehaviorAction for an Operation trigger of a Transition with an effect UML/SysML: HOWTO Consume a SignalEvent message in a StateMachine Transition 'effect' or State 'entry' or 'exit' Activity Related slides (includes other tutorials) UML2 StateMachine - metaclasses - ADVANCED REFERENCE ONLY UML2 Actions - metaclasses - ADVANCED REFERENCE ONLY StateMachine diagram for comparing action language access to an operation for a guard Overview: Controller class (and its Activity), Dialer Class (and its StateMachine), Number class StateMachine for the Dialer class Behavior StateMachines can be used to specify any of the following The number.append Activity as entry Behavior for the PartialDial State The number.print Activity as exit Behavior for the PartialDial State Figure D.8 - Finite State Machine Associated with “Drive the Vehicle” Figure 13-1: Block definition diagram with state machines as blocks associated with submachines and types of parameters Related slides (backlinks, includes other tutorials) Transitions Consume a SignalEvent message in a StateMachine Transition 'effect' or State 'entry' or 'exit' Activity Flags Book traversal links for UML Event types for triggering Transitions Previous Up Next