Package UML.Semantic.BehavioralElements.StateMachines

Class Summary
ActionState An action state represents the execution of an atomic action, typically the invocation of an operation.
ActivityModel An activity model is a special case of a state machine that defines a computational process in terms of the control-flow and object-flow among its constituent actions.
ActivityState An activity state represents the execution of a non-atomic sequence of steps that has some duration (i.e., internally it consists of a set of actions and possibly waiting for events).
CallEvent A call event is the reception of a request to invoke an operation.
ChangeEvent A change event is an event that is generated when one or more attributes or relationships change value according to an explicit expression.
ClassifierInState A classifier in state characterizes instances of a given classifier for a particular state.
CompositeState A composite state is a state that consists of substates.
Event An event is the specification of a significant occurrence that has a location in time and space.
Guard A guard condition is a boolean expression that may be attached to a transition in order to determine whether that transition is enabled or not.
ObjectFlowState An object flow state defines an object flow between actions in an activity model.
Partition A partition is a mechanism for dividing the states of an activity model into groups.
Pseudostate A pseudo state is an abstraction of different types of nodes in the state machine graph which represent transient points in transition paths from one state to another (e.g., branch and fork points).
SignalEvent A SignalEvent represents events that result from the reception of a signal by an object.
SimpleState A SimpleState is a state that does not have substates.
State A State is a condition or situation during the life of an object during which is satisfies some condition, performs some activity, or waits for some event.
StateMachine A state machine is a behavior that specifies the sequences of states that an object or an interaction goes through during its life in response to events, together with its responses and actions.
StateVertex A StateVertex is an abstraction of a node in a statechart graph.
SubmachineState A SubmachineState represents a nested state machine.
TimeEvent A TimeEvent is a subtype of Event for modeling event instances resulting from the expiration of a deadline.
Transition A Transition is a relationship between a source state vertex and a target state vertex.