Difference between revisions of "Statemachine DSL"

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=== State Machine ===
 
=== State Machine ===
  
'''State Machine''' or '''extended finite-state machine (EFSM)''' is a mathematical model of computation and represents an abstract machine that can be in exactly one of a finite number of states at any given time. The State Machine can change from one ''state'' to another in response to external ''events''. The change from one state to another is called a ''transition''. A FSM is defined by a list of its states, its ''initial state'', and the conditions for each transition. The condition for a transition is called ''guard''. There can be many guards protecting a transition to be triggered. Every guard is joined with a logical AND operation, so every guard must evaluate to true, to trigger a protected transition. Data operations can occur before a transition. They are called ''actions''. Actions prepare the next upcoming state, calculate things or display information.
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'''State Machine''' or '''extended finite-state machine (EFSM)''' is a mathematical model of computation and represents an abstract machine that can be in exactly one of a finite number of states at any given time. The State Machine can change from one ''state'' to another in response to external ''events''. The change from one state to another is called a ''transition''. A EFSM is defined by a list of its states, its ''initial state'', and the conditions for each transition. The condition for a transition is called ''guard''. There can be many guards protecting a transition to be triggered. Every guard is joined with a logical AND operation, so every guard must evaluate to true, to trigger a protected transition. Data operations can occur before a transition. They are called ''actions''. Actions prepare the indicated state of the transition, calculate things or display information.
  
  
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*'''state''' - A single state the machine can be at a point in time.
 
*'''state''' - A single state the machine can be at a point in time.
 
*'''triggers''' - The container for all possible event processing blocks inside a state.
 
*'''triggers''' - The container for all possible event processing blocks inside a state.
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*'''transistion''' - Starts a block where all actions are described which should be processed before the transition to the described state.
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*'''guards''' - The container for guards protecting the following transistion.
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*'''guard''' - A condition that must evaluate to true that the following transistion will be processed.
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*'''actions''' - The container for all process instructions to be done in sequence inside this block.
  
 
===Keywords===
 
===Keywords===

Revision as of 07:14, 7 April 2017

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Introduction

State Machine

State Machine or extended finite-state machine (EFSM) is a mathematical model of computation and represents an abstract machine that can be in exactly one of a finite number of states at any given time. The State Machine can change from one state to another in response to external events. The change from one state to another is called a transition. A EFSM is defined by a list of its states, its initial state, and the conditions for each transition. The condition for a transition is called guard. There can be many guards protecting a transition to be triggered. Every guard is joined with a logical AND operation, so every guard must evaluate to true, to trigger a protected transition. Data operations can occur before a transition. They are called actions. Actions prepare the indicated state of the transition, calculate things or display information.


Further reading

https://en.wikipedia.org/wiki/Finite-state_machine

https://en.wikipedia.org/wiki/Extended_finite-state_machine

https://en.wikipedia.org/wiki/UML_state_machine


Statemachine DSL

Statemachine DSL implements the state pattern (https://en.wikipedia.org/wiki/State_pattern) and interconnects UI model, FunctionLibrary, DTO and peripheral services like JavaPOS, ZVT protocol and others.

The main semantic elements of the StatemachineDSL are:

  • package - The root element that contains all the other elements. A model can contain multiple packages.
  • import declarations - Used to import external models or even Java classes.
  • statemachine - The container for the implementation of the state pattern.
  • events - Contains all user defined events.
  • event - Defines a single event by id.
  • controls - The container for all beans to be controlled by the state machine.
  • control - Defines a bean (https://en.wikipedia.org/wiki/JavaBeans) to operate as event source and to be controlled by an action.
  • attribute - Defines different types for usage with control.
  • states - The container for all state definitions of this state machine.
  • state - A single state the machine can be at a point in time.
  • triggers - The container for all possible event processing blocks inside a state.
  • transistion - Starts a block where all actions are described which should be processed before the transition to the described state.
  • guards - The container for guards protecting the following transistion.
  • guard - A condition that must evaluate to true that the following transistion will be processed.
  • actions - The container for all process instructions to be done in sequence inside this block.

Keywords