Difference between revisions of "Statemachine DSL"

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== Introduction ==
 
== Introduction ==
  
=== Statemachine ===
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=== State Machine ===
  
'''State machine''' or '''finite-state machine (FSM)''' 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 FSM 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. The operations to occur before a transition can be executed, 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 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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More information can be found at:
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https://en.wikipedia.org/wiki/Finite-state_machine
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https://en.wikipedia.org/wiki/Extended_finite-state_machine
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https://en.wikipedia.org/wiki/UML_state_machine
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== Statemachine DSL ==
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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.
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The main semantic elements of the StatemachineDSL are:
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*'''package''' - The root element that contains all the other elements. A model can contain multiple packages.
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*'''import''' declarations - Used to import external models or even Java classes.
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*'''cube''' - The abstraction of a Mondrian cube. It contains further elements such as dimension, measure.
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*'''dimension''' -  Defines an attribute, or set of attributes, which is a collection of hierarchies, and by which you can divide measures into sub-categories. For example, you might wish to break down product sales by their color, the gender of the customer and the store in which the product was sold;  color, gender, and store are all dimensions.
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*'''hierarchy''' - Defines a set of members organized into a structure for convenient analysis. For example, the store hierarchy consists of the store name, city, state, and nation. A hierarchy allows you to form intermediate sub-totals:  the sub-total for a state is the sum of the sub-totals of all of the cities in that state, each of which is the sum of the sub-totals of all the stores in that city.
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*'''entity''' - Defines which table and columns of the table the “hierarchy” uses.
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*'''level''' - Defines a collection of members which have the same distance from the root of the hierarchy.
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*'''property''' - Defines a member property. The definition is against a level, but the property is available to all members.
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*'''dimensionUsage''' - Defines the shared dimension usage in a cube.
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*'''measure''' - The members of a special dimension, a quantity being measured, for example, unit sales of a product, or cost price of inventory items.
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===Keywords===

Revision as of 09:04, 3 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 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.


More information can be found at:

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.
  • cube - The abstraction of a Mondrian cube. It contains further elements such as dimension, measure.
  • dimension - Defines an attribute, or set of attributes, which is a collection of hierarchies, and by which you can divide measures into sub-categories. For example, you might wish to break down product sales by their color, the gender of the customer and the store in which the product was sold; color, gender, and store are all dimensions.
  • hierarchy - Defines a set of members organized into a structure for convenient analysis. For example, the store hierarchy consists of the store name, city, state, and nation. A hierarchy allows you to form intermediate sub-totals: the sub-total for a state is the sum of the sub-totals of all of the cities in that state, each of which is the sum of the sub-totals of all the stores in that city.
  • entity - Defines which table and columns of the table the “hierarchy” uses.
  • level - Defines a collection of members which have the same distance from the root of the hierarchy.
  • property - Defines a member property. The definition is against a level, but the property is available to all members.
  • dimensionUsage - Defines the shared dimension usage in a cube.
  • measure - The members of a special dimension, a quantity being measured, for example, unit sales of a product, or cost price of inventory items.

Keywords