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 Important type of UML diagrams
 A statechart diagram - shows the behavior of classes in response to
external or internal stimuli (Event). This diagram models the
dynamic flow of control from state to state within a system.
 Statechart diagrams are useful to model reactive systems. Reactive
systems can be defined as a system that responds to external or
internal events.
 State machine diagram - event-ordered behavior that specifies the
sequences of states an object/instance (of
class/interface/collaboration/…/system) goes through during its
lifetime; events trigger transitions and cause responses.
 UML statecharts show states, transitions, events.
3
 Use State Machines
 at an early stage of software development
 when behavior of an object (lifecycle) or operation is not
well understood yet
 Do NOT use State Machines
 when several objects are involved (interaction diagrams
are better)
4
 A state diagram is a graph consisting of
 States (a mode of the entity).
 simple states
 composite states (nested state diagrams)
 State transitions connecting the states.
 including events and actions.
 State – Constraint or condition or situation during which an
object/instance may perform some activity; The state of an
object is characterized by the value of one or more of its
attributes.
 State – Abstract view
 The same response to the same stimuli
 The same active behavior
 Implementation
 View certain attributes have certain values
5
 Start state: State transition is executed immediately
during the creation of the object.
 Only possible event: create (parameter)
 Java: constructor (new)
 Final State: destruction of the object
6
 A transition connects two states and shows the flow of
control.
 A transition can include a triggering event, a guard and
actions to be executed.
 Transitions without event and guard are executed
immediately when an activity is finished respectively all sub
states were passed through.
7
 An event is a phenomenon in space or time significant
for the modeled system.
 An event takes place at certain point in time (has no
duration) has possibly parameters.
 An event can appear synchronously or asynchronously.
 Synchronous events:
• Call event: triggered by call
• Exception event: triggered by called object at return
 Asynchronous events:
• Signal event: signal sent by other object.
• Change event: triggered by side effects on object
attributes.
• Time event: spontaneously triggered by Boolean guard
over time.
8
 Signals are asynchronous, i.e., the sender does not wait until
the receiver received the signal or reacted on it.
 A call event is triggered by a (synchronous) operation call.
 Call events are synchronous, i.e., the sender waits until the
receiver reacted on the event.
 The receiver can:
 ignore the event (the event is lost),
 execute its trigger event or
 execute an operation.
9
 Represents the dispatch of an operation
 Name and parameter of the event must be compatible
to methods of the class.
10
 A time event appears after the expiration of a time
period.
 A change event occurs if a specific constraint is fulfilled.
The constraint is a Boolean
 Expression on the attributes of the actual object.
11
 Signals can be sent to other objects during a transition.
12
 Possible actions:
 send signal
 perform call
 perform access
13
 A state can be refined hierarchically by composite
states.
14
 In a state several sequences of sub states described by
own state machines can be performed concurrently.
15
16
 A chess game consists of alternate moves of Black and
White. White moves first.
 The game can end both when it is White’s and when it is
Black’s turn.
 The moving player can end the game: winning
(checkmate), loosing (resign), or with a draw.
17
 A chess game consists of alternate moves of Black and
White. White moves first.
 The game can end both when it is White’s and when it is
Black’s turn.
 The moving player can end the game: winning
(checkmate), loosing (resign), or with a draw.
18
 A chess game consists of alternate moves of Black and
White. White moves first.
 The game can end both when it is White’s and when it is
Black’s turn.
 The moving player can end the game: winning
(checkmate), loosing (resign), or with a draw.
19
 A chess game consists of alternate moves of Black and
White. White moves first.
 The game can end both when it is White’s and when it is
Black’s turn.
 The moving player can end the game: winning
(checkmate), loosing (resign), or with a draw.
20
 A chess game consists of alternate moves of Black and
White. White moves first.
 The game can end both when it is White’s and when it is
Black’s turn.
 The moving player can end the game: winning
(checkmate), loosing (resign), or with a draw.
21
 A chess game consists of alternate moves of Black and
White. White moves first.
 The game can end both when it is White’s and when it is
Black’s turn.
 The moving player can end the game: winning
(checkmate), loosing (resign), or with a draw.
22
 The customer must pass
authentication before
withdrawing money.
 Authentication is done by
checking a PIN.
 The PIN can be corrector
not.
 Unsuccessful attempts
are counted,
 If the counter exceeds a
limit, the customer is
rejected.
23
 The customer must pass
authentication before
withdrawing money.
 Authentication is done by
checking a PIN.
 The PIN can be corrector
not.
 Unsuccessful attempts
are counted,
 If the counter exceeds a
limit, the customer is
rejected.
24
 The customer must pass
authentication before
withdrawing money.
 Authentication is done by
checking a PIN.
 The PIN can be corrector
not.
 Unsuccessful attempts
are counted,
 If the counter exceeds a
limit, the customer is
rejected.
25
 The customer must pass
authentication before
withdrawing money.
 Authentication is done by
checking a PIN.
 The PIN can be corrector
not.
 Unsuccessful attempts
are counted,
 If the counter exceeds a
limit, the customer is
rejected.
26
 The customer must pass
authentication before
withdrawing money.
 Authentication is done by
checking a PIN.
 The PIN can be corrector
not.
 Unsuccessful attempts
are counted,
 If the counter exceeds a
limit, the customer is
rejected.
27
 The customer must
pass authentication
before withdrawing
money.
 Authentication is
done by checking a
PIN.
 The PIN can be
corrector not.
 Unsuccessful
attempts are
counted,
 If the counter
exceeds a limit, the
customer is rejected.
28
29
30

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Se2 lec 13 uml state machines

  • 1. 1
  • 2. 2  Important type of UML diagrams  A statechart diagram - shows the behavior of classes in response to external or internal stimuli (Event). This diagram models the dynamic flow of control from state to state within a system.  Statechart diagrams are useful to model reactive systems. Reactive systems can be defined as a system that responds to external or internal events.  State machine diagram - event-ordered behavior that specifies the sequences of states an object/instance (of class/interface/collaboration/…/system) goes through during its lifetime; events trigger transitions and cause responses.  UML statecharts show states, transitions, events.
  • 3. 3  Use State Machines  at an early stage of software development  when behavior of an object (lifecycle) or operation is not well understood yet  Do NOT use State Machines  when several objects are involved (interaction diagrams are better)
  • 4. 4  A state diagram is a graph consisting of  States (a mode of the entity).  simple states  composite states (nested state diagrams)  State transitions connecting the states.  including events and actions.  State – Constraint or condition or situation during which an object/instance may perform some activity; The state of an object is characterized by the value of one or more of its attributes.  State – Abstract view  The same response to the same stimuli  The same active behavior  Implementation  View certain attributes have certain values
  • 5. 5  Start state: State transition is executed immediately during the creation of the object.  Only possible event: create (parameter)  Java: constructor (new)  Final State: destruction of the object
  • 6. 6  A transition connects two states and shows the flow of control.  A transition can include a triggering event, a guard and actions to be executed.  Transitions without event and guard are executed immediately when an activity is finished respectively all sub states were passed through.
  • 7. 7  An event is a phenomenon in space or time significant for the modeled system.  An event takes place at certain point in time (has no duration) has possibly parameters.  An event can appear synchronously or asynchronously.  Synchronous events: • Call event: triggered by call • Exception event: triggered by called object at return  Asynchronous events: • Signal event: signal sent by other object. • Change event: triggered by side effects on object attributes. • Time event: spontaneously triggered by Boolean guard over time.
  • 8. 8  Signals are asynchronous, i.e., the sender does not wait until the receiver received the signal or reacted on it.  A call event is triggered by a (synchronous) operation call.  Call events are synchronous, i.e., the sender waits until the receiver reacted on the event.  The receiver can:  ignore the event (the event is lost),  execute its trigger event or  execute an operation.
  • 9. 9  Represents the dispatch of an operation  Name and parameter of the event must be compatible to methods of the class.
  • 10. 10  A time event appears after the expiration of a time period.  A change event occurs if a specific constraint is fulfilled. The constraint is a Boolean  Expression on the attributes of the actual object.
  • 11. 11  Signals can be sent to other objects during a transition.
  • 12. 12  Possible actions:  send signal  perform call  perform access
  • 13. 13  A state can be refined hierarchically by composite states.
  • 14. 14  In a state several sequences of sub states described by own state machines can be performed concurrently.
  • 15. 15
  • 16. 16  A chess game consists of alternate moves of Black and White. White moves first.  The game can end both when it is White’s and when it is Black’s turn.  The moving player can end the game: winning (checkmate), loosing (resign), or with a draw.
  • 17. 17  A chess game consists of alternate moves of Black and White. White moves first.  The game can end both when it is White’s and when it is Black’s turn.  The moving player can end the game: winning (checkmate), loosing (resign), or with a draw.
  • 18. 18  A chess game consists of alternate moves of Black and White. White moves first.  The game can end both when it is White’s and when it is Black’s turn.  The moving player can end the game: winning (checkmate), loosing (resign), or with a draw.
  • 19. 19  A chess game consists of alternate moves of Black and White. White moves first.  The game can end both when it is White’s and when it is Black’s turn.  The moving player can end the game: winning (checkmate), loosing (resign), or with a draw.
  • 20. 20  A chess game consists of alternate moves of Black and White. White moves first.  The game can end both when it is White’s and when it is Black’s turn.  The moving player can end the game: winning (checkmate), loosing (resign), or with a draw.
  • 21. 21  A chess game consists of alternate moves of Black and White. White moves first.  The game can end both when it is White’s and when it is Black’s turn.  The moving player can end the game: winning (checkmate), loosing (resign), or with a draw.
  • 22. 22  The customer must pass authentication before withdrawing money.  Authentication is done by checking a PIN.  The PIN can be corrector not.  Unsuccessful attempts are counted,  If the counter exceeds a limit, the customer is rejected.
  • 23. 23  The customer must pass authentication before withdrawing money.  Authentication is done by checking a PIN.  The PIN can be corrector not.  Unsuccessful attempts are counted,  If the counter exceeds a limit, the customer is rejected.
  • 24. 24  The customer must pass authentication before withdrawing money.  Authentication is done by checking a PIN.  The PIN can be corrector not.  Unsuccessful attempts are counted,  If the counter exceeds a limit, the customer is rejected.
  • 25. 25  The customer must pass authentication before withdrawing money.  Authentication is done by checking a PIN.  The PIN can be corrector not.  Unsuccessful attempts are counted,  If the counter exceeds a limit, the customer is rejected.
  • 26. 26  The customer must pass authentication before withdrawing money.  Authentication is done by checking a PIN.  The PIN can be corrector not.  Unsuccessful attempts are counted,  If the counter exceeds a limit, the customer is rejected.
  • 27. 27  The customer must pass authentication before withdrawing money.  Authentication is done by checking a PIN.  The PIN can be corrector not.  Unsuccessful attempts are counted,  If the counter exceeds a limit, the customer is rejected.
  • 28. 28
  • 29. 29
  • 30. 30