State Machine Diagrams
State Machine Diagrams
A State Machine Diagram (also called Statechart Diagram) is a type of behavioral diagram
used in Unified Modeling Language (UML) to represent the states that an object or system can
be in and the transitions between those states based on events or conditions. It shows how an
object or system behaves in response to various events or triggers and the state changes that
result from these events.
1. State: A state represents a condition or situation in the life of an object, during which it
satisfies some condition, performs some activity, or waits for an event. States are often
depicted as rounded rectangles in a state machine diagram.
o Example: An object could have states like "Idle", "Processing", "Completed", or
"Error".
2. Transition: A transition represents the movement from one state to another, triggered by
an event or condition. The transition is depicted as an arrow between states.
o Example: A transition could move an object from "Idle" to "Processing" when a
"Start" event occurs.
3. Event: An event is a trigger that causes a transition from one state to another. An event
may be internal or external and is often a user interaction or a system-generated signal.
o Example: Events can be "Start", "Pause", "Finish", "Error", etc.
4. Action: An action is a process or activity that occurs while the system is in a state or
during the transition between states. Actions are often shown next to transitions or inside
a state.
o Example: Actions could be "Load data", "Display message", "Calculate result",
etc.
5. Initial State: The initial state is the starting point in the state machine. It is depicted as a
filled black circle.
6. Final State: The final state represents the termination of the state machine's operation. It
is depicted as a circle with a smaller filled circle inside.
7. Guard Conditions: Guard conditions are Boolean expressions that are evaluated before a
transition is triggered. The transition only occurs if the guard condition is true.
o Example: A transition might occur from "Idle" to "Processing" only if a "Start"
event occurs and the "Ready" condition is true.
Scenario:
Let’s consider a simple example of a Door object, which has the following states and events:
States:
Open Door: Moves the door from the "Closed" state to the "Open" state.
Close Door: Moves the door from the "Open" state to the "Closed" state.
Lock Door: Moves the door to the "Locked" state from "Closed".
Unlock Door: Moves the door from "Locked" to "Closed" (unlocking it).
[Start]
|
+-------------+
| Initial |
| State |
+-------------+
|
+------------+ Open Door +-----------+
| Closed |-------------------->| Open |
| |<--------------------| |
+------------+ Close Door +-----------+
| |
Lock Door Lock Door
| |
+------------+ Unlock Door +-----------+
| Locked |------------------>| Closed |
| |<------------------| |
+------------+ +-----------+
|
[End]
1. Identify the object or system: Determine which object or system’s state transitions you
want to represent (e.g., door, ATM, order processing system).
2. Define the states: Identify the states the object can be in (e.g., Open, Closed, Pending).
3. Determine the events and transitions: Identify the events that trigger state changes
(e.g., "Start", "Stop", "Submit").
4. Define the actions: Specify the actions performed when transitioning from one state to
another or when the system is in a state.
5. Add guard conditions: If applicable, define any conditions that must be met before a
transition can occur.
6. Connect the states: Use arrows to connect states with transitions, and label the arrows
with events that trigger the transitions.
1. Workflow Management: To model the life cycle of a process or task, such as order
processing or approval workflows.
2. Embedded Systems: To define how devices or systems respond to events (e.g., traffic
lights, washing machines).
3. Game Development: To represent the states of characters or game objects (e.g., a
character could be in "Idle", "Running", or "Attacking" states).
4. User Interfaces: To model the behavior of a user interface, such as buttons changing
states based on user interactions (e.g., "Active", "Disabled").
5. Robotics: To define the states of a robot, such as "Idle", "Moving", "Charging", etc.
Conclusion:
A State Machine Diagram is a powerful tool for modeling the dynamic behavior of a system or
object over time, especially when there are multiple states and events driving transitions. It helps
visualize and understand how an object or system reacts to various stimuli and changes its state
accordingly. Whether in software design, hardware systems, or user interface design, state
machine diagrams are invaluable in showing how systems behave and respond to events.