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A State Machine diagram falls under the behavioral diagramming family. <= /p>
The behavior of objects of a Class is defined in terms of States and Events, using a State Machine connected to the Class under a construction.<= /p>
The State Machine is a specification of the sequence of states an object= or an interaction undergoes in response to events during its life, co= mbined with its responsive actions. The State Machine can represent th= e sequence of states of a particular collaboration, e.g. collection of obje= cts, or even the whole system, which is also considered a collaboratio= n. The abstraction of all possible states defined in a State Machine is sim= ilar to the way Class diagrams are abstracted: all possible object types (classes) of a particular syst= em are described.
Objects that do not present a very pronounced reactive behavior can alwa= ys be considered to stay in the same state. In this case, their classe= s do not possess a State Machine.
State Machine diagrams (also called Statechart diagrams) represent the b= ehavior of entities capable of dynamic behavior by specifying their respons= e to the receipt of event instances. Typically, State Machine diagrams= describe the behavior of Classes, but the Statecharts can also describe the behavior of othe= r model entities. such as Use Cases, = Actors, Subsys= tems, Operatio= ns, or methods.
A State Machine diagram is a graph that represents a State Machine. States and various oth= er types of vertices (pseudostates) in the State Machine graph are rendered= by the appropriate St= ate and Ps= eudo States symbols, while Transitions are generally rendered by directed arcs that interconnect = them. The states can also contain subdiagrams by a physical containment or = tiling. Note that every State Machine has a top State containing all the ot= her elements of the entire State Machine. The graphical rendering of this t= op state is optional.
The states are represented by the State symbols, while the Transitions are represented by arrows connec= ting the state symbols.
The State diagram is concerned with internal object changes, as opposed = to the external object interaction in a Communication. Do not attempt to draw= them for all classes in the system; they are only used for modeling a= complex behavior. The State diagram shows all the possible states that obj= ects or collaborations may have, and the events that cause the state to cha= nge. For example, an event can be another object sending a message that a s= pecified time has elapsed, or that some conditions have been fulfilled. A c= hange of a State i= s called a Transi= tion. A Transition may also have an action connected to it that sp= ecifies what should be done in connection with the state transition.
To display inner elements
When creating a new State Machine diagram, right-click a State in th= e Containment tree, point to Create Diagram, and then= click State Machine Diagram= .
Inner elements are displayed on the State Machine diagram pane automatic= ally upon creating the first diagram under the State element.
You can select Entry, Do Activity, Exit, deferrable triggers, and intern= al transitions directly in the compartment of the state shape. Thus, you ca= n:
To convert a behavior to another behavior
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