The Experts below are selected from a list of 6 Experts worldwide ranked by ideXlab platform
Rick Steiner - One of the best experts on this subject based on the ideXlab platform.
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Modeling Event-Based Behavior with State Machines
Practical Guide to SysML, 2008Co-Authors: Sanford Friedenthal, Alan Moore, Rick SteinerAbstract:This chapter describes how to model behavior in terms of the response of blocks to internal and external events, using state machines. State machines are used to describe behavior of a block in terms of its states and transitions. State machines can be composed hierarchically, like other SysML behavioral constructs, enabling arbitrarily complex representations of state-based behavior. A state machine describes a potentially reusable definition of the state-dependent behavior of a block. Each state machine is described using a state machine diagram. Each state machine contains at least one region, which itself can contain a number of substates, Pseudostates (called collectively vertices), and transitions between those vertices. During execution of a state machine, each of its regions has a single active state that determines the transitions that are currently viable in that region. A region can have an Initial Pseudostate and final state that correspond to its beginning and completion, respectively.
Sanford Friedenthal - One of the best experts on this subject based on the ideXlab platform.
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Chapter 11 – Modeling Event-Based Behavior with State Machines
2012Co-Authors: Sanford Friedenthal, Alan MooreAbstract:Publisher Summary This chapter describes how to use state machines to model the behavior of blocks as they respond to internal and external events. Typically, state machines are used in SysML to describe the state-dependent behavior of a block throughout its life cycle in terms of its states and the transitions between them. A state machine for a block may be started when it initiates power up, transition through multiple states in response to different stimuli, and terminate when it completes power down. In each state, the block may perform different sets of actions. The state machine defines how the block's behavior changes as it transitions through different states. State machines in SysML can be used to describe a wide range of state-related behavior, from the behavior of a simple lamp switch to the complex modes of an advanced aircraft. State machines are normally owned by blocks and executed within the context of an instance of that block. The behavior of a state machine is specified by a set of regions, each of which defines its own set of states. The states in any one region are exclusive; that is, when the region is active, exactly one of its substates is active. A region normally has an Initial Pseudostate, which is the place the region starts executing when it first becomes active.
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Modeling Event-Based Behavior with State Machines
Practical Guide to SysML, 2008Co-Authors: Sanford Friedenthal, Alan Moore, Rick SteinerAbstract:This chapter describes how to model behavior in terms of the response of blocks to internal and external events, using state machines. State machines are used to describe behavior of a block in terms of its states and transitions. State machines can be composed hierarchically, like other SysML behavioral constructs, enabling arbitrarily complex representations of state-based behavior. A state machine describes a potentially reusable definition of the state-dependent behavior of a block. Each state machine is described using a state machine diagram. Each state machine contains at least one region, which itself can contain a number of substates, Pseudostates (called collectively vertices), and transitions between those vertices. During execution of a state machine, each of its regions has a single active state that determines the transitions that are currently viable in that region. A region can have an Initial Pseudostate and final state that correspond to its beginning and completion, respectively.
Alan Moore - One of the best experts on this subject based on the ideXlab platform.
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Chapter 11 – Modeling Event-Based Behavior with State Machines
2012Co-Authors: Sanford Friedenthal, Alan MooreAbstract:Publisher Summary This chapter describes how to use state machines to model the behavior of blocks as they respond to internal and external events. Typically, state machines are used in SysML to describe the state-dependent behavior of a block throughout its life cycle in terms of its states and the transitions between them. A state machine for a block may be started when it initiates power up, transition through multiple states in response to different stimuli, and terminate when it completes power down. In each state, the block may perform different sets of actions. The state machine defines how the block's behavior changes as it transitions through different states. State machines in SysML can be used to describe a wide range of state-related behavior, from the behavior of a simple lamp switch to the complex modes of an advanced aircraft. State machines are normally owned by blocks and executed within the context of an instance of that block. The behavior of a state machine is specified by a set of regions, each of which defines its own set of states. The states in any one region are exclusive; that is, when the region is active, exactly one of its substates is active. A region normally has an Initial Pseudostate, which is the place the region starts executing when it first becomes active.
-
Modeling Event-Based Behavior with State Machines
Practical Guide to SysML, 2008Co-Authors: Sanford Friedenthal, Alan Moore, Rick SteinerAbstract:This chapter describes how to model behavior in terms of the response of blocks to internal and external events, using state machines. State machines are used to describe behavior of a block in terms of its states and transitions. State machines can be composed hierarchically, like other SysML behavioral constructs, enabling arbitrarily complex representations of state-based behavior. A state machine describes a potentially reusable definition of the state-dependent behavior of a block. Each state machine is described using a state machine diagram. Each state machine contains at least one region, which itself can contain a number of substates, Pseudostates (called collectively vertices), and transitions between those vertices. During execution of a state machine, each of its regions has a single active state that determines the transitions that are currently viable in that region. A region can have an Initial Pseudostate and final state that correspond to its beginning and completion, respectively.