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Finite State Machines

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Finite State Machines

Uploaded by

toonyplays24
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Formal Methods

Finite State Machines

Dr. Nargis Fatima


Assistant Professor

Department of Software Engineering


National University of Modern Languages, Islamabad
Finite State Machine
• Finite state machine (FSM) is a term
used by programmers,
mathematicians, engineers and other
professionals to describe a
mathematical model for any system
that has a limited number of
conditional states of being.
Finite State Machine
• A practical example of a finite state
machine is a set of buttons on a video
game controller that are connected to
a specific set of actions within the
game. When a user inputs hitting
certain buttons, the system knows to
implement the actions that
correspond.
Finite State Machine
• The makeup of a finite state machine
consists of the following
• A set of potential input events.
• A set of probable output events that
correspond to the potential input events.
• A set of expected states the system can
exhibit.
Finite State Machine
• State transition
• When a finite state machine switches between
states, it is called a state transition.
• Testing the quality of a system includes
checking each state and state transition by
considering all of the potential inputs that
might be entered.
Finite State Machine
For simpler problems, the same
information can be displayed in tables,
matrices, illustrations and flow charts, but
finite state machines allow researchers to
model larger and more complicated
scenarios. Finite state machine diagrams
show the flow of logic between input and
output combinations that may appear
within a specific machine.
Finite State Machine
A finite state machine (FSM) is an
abstract model of computation that is
used to model logic. A language is
considered regular if — and only if —
it can be recognized by a FSM.
Finite State Machine
Conceptual machine with finite
number of states
◦ – a.k.a. finite state machine
Graphical representation of State
Machine
◦ – States are rounded boxes
◦ – Transitions are arcs
Finite State Machine
• State Machine
◦ – Relates events and states
• Event
◦ – Causes change of state
 • Referred to as state transition
• State
◦ – A recognizable situation
◦ – Exists over an interval of time
◦ – Represents an interval between
successive events
Finite State Machine
Finite State Machine
State transition label
– Event [condition] / action(s)
• Event
– When event occurs, condition
must be true for state transition
to occur.
– If condition is false, state
transition does not occur
Finite State Machine
• Action
◦ – Executed as a result of state
transition
◦ – Executes instantaneously at state
transition
◦ – Terminates itself
Finite State Machine
Finite state machines are usually
drawn as state transition diagrams,
which is a useful way to visualize the
FSM.
Finite State Machine-
Example
Consider a simple robot. Think about
the robot existing within a finite
number of states. These need to be
discrete (i.e. states cannot be
concurrent or overlap). The robot can
be turned on (in the on state) or turned
off (in the off state) — it cannot be
both on and off at the same time. It is
conventional to give each state a
number: S0, S1, etc.
Finite State Machine-
Example
These numbers make supporting
diagrams less cluttered and easier to
interpret.
For the robot to be able to change
states, an input is needed. This
causes a transition: a movement
between the states. The same input
may have a different effect depending
on the machine's state when the input
is detected.
Finite State Machine-
Example
For example, the robot may have a
single on/off push button. If you push
the button when the robot is in its off
state, it will turn on (or we could say
'transition to its on state'). If you push
the button when the robot is in its on
state, it will transition to its off state.
Even the simplest of robots is likely to
have many states. For now, consider
the three states which are numbered
and described as follows:
Finite State Machine-
Example
Itis now possible to draw a state
transition diagram to model the robot
as a finite state machine. Observe that
each transition is labelled with the
input that triggers the movement
between states:
Example II
A Safe
• States: Multiple “locked” states,
one “unlocked” state
• Transitions: Correct
combinations move us from initial
locked states to locked states
closer to the unlocked state, until
we finally get to the unlocked
state. Incorrect combinations
land us back in the initial locked
Example 1
Traffic Light
• States: Red, Yellow, Green
• Transitions: After a given time,
Red will change to Green, Green
to Yellow, and Yellow to Red
THANK YOU

24

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