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Class Summary |
| ActionState |
An action state represents the execution of an atomic
action, typically the invocation of an operation.
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| 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).
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| 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.
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| 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.
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| 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.
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| 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.
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| SimpleState |
A SimpleState is a state that does not have substates.
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| 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.
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| Transition |
A Transition is a relationship between a source state
vertex and a target state vertex. |