Guideline: Statechart Diagram
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Guideline: Statechart Diagram
Statechart Diagrams are a formal graphical notation for the specification of state machines which are used to model the dynamic behavior of model elements. This guideline presents this notation and demonstrates how to use it effectively.
Relationships
Related Elements
Class Design
Design Model
Software Architect
Subsystem Design
Use-Case Design
Main Description
Explanation
State machines are used to model the dynamic behavior of a model element, and more specifically, the event-driven
aspects of the system's behavior (see Concept: Events and Signals). State machines are specifically used to define state-dependent behavior, or behavior that varies
depending on the state in which the model element is in. Model elements whose behavior does not vary with its state of
the element do not require state machines to describe their behavior (these elements are typically passive classes
whose primary responsible is to manage data). In particular, state machines must be used to model the behavior of
active classes that use call events and signal events to implement their operations (as transitions in the class's
state machine).
A state machine consists of states, linked by transitions. A state is a condition of an object in which it performs
some task or waits for an event. A transition is a relationship between two states which is triggered by some event,
which performs certain actions or evaluations, and which results in a specific end-state. The elements of a state
machine are depicted in Figure 1.
Figure 1. State machine notation.
A simple editor can be viewed as a finite state machine with the states Empty, Waiting for a command, and
Waiting for text. The events Load file, Insert text, Insert character, and Save and
quit cause transitions in the state machine. The state machine for the editor is depicted in Figure 1 below.
Figure 2. The state machine for a simple editor.
States
A state is a condition of an object in which it performs some task or waits for an event. An object may remain in a
state for a finite amount of time. A state has several properties:
Name
A textual string which distinguishes the state from other states; a state may also be anonymous,
meaning that it has no name.
Entry/exit actions
Actions executed on entering and exiting the state.
Internal transitions
Transitions that are handled without causing a change in state.
Substates
The nested structure of a state, involving disjoint (sequentially active) or concurrent (concurrently
active) substates.
Deferred events
A list of events that are not handled in that state but are postponed and queued for handling by the
object in another state.
As depicted in Figure 1, there are two special states that may be defined for an object's state machine. The initial
state indicates the default starting place for the state machine or substate. An initial state is depicted as a filled
black circle. The final state indicates the completion of the execution of the state machine or that the enclosing
state has been completed. A final state is represented as a filled black circle surrounded by an unfilled circle.
Initial and final states are really pseudostates. Neither may have the usual parts of a normal state, except for a
name. A transition from an initial state to a final state may have the full complement of features, including a guard
condition and an action, but may not have a trigger event.
Transitions
Event Triggers
Guard Conditions
Actions
Entry and Exit Actions
Internal Transitions
Deferred Events
A transition is a relationship between two states indicating that an object in the first state will perform certain
actions and enter a second state when a specified event occurs and specified conditions are satisfied. On such a change
of state, the transition is said to 'fire'. Until the transition fires, the object is said to be in the 'source' state;
after it fires, it is said to be in the 'target' state. A transition has several properties:
Source state
The state affected by the transition; if an object is in the source state, an outgoing transition may
fire when the object receives the trigger event of the transition and if the guard condition, if any,
is satisfied.
Event trigger
The event that makes the transition eligible to fire (providing its guard condition is satisfied) when
received by the object in the source state.
Guard condition
A boolean expression that is evaluated when the transition is triggered by the reception of the event
trigger; if the expression evaluates True, the transition is eligible to fire; if the expression
evaluates to False, the transition does not fire. If there is no other transition that could be
triggered by the same event, the event is lost.
Action
An executable atomic computation that may directly act upon the object that owns the state machine, and
indirectly on other objects that are visible to the object.
Target state
The state that is active after the completion of the transition.
A transition may have multiple sources, in which case it represents a join from multiple concurrent states, as well as
multiple targets, in which case it represents a fork to multiple concurrent states.
Event Triggers
In the context of the state machine, an event is an occurrence of a stimulus that can trigger a state transition.
Events may include signal events, call events, the passing of time, or a change in state. A signal or call may have
parameters whose values are available to the transition, including expressions for the guard conditions and action. It
is also possible to have a triggerless transition, represented by a transition with no event trigger. These
transitions, also called completion transitions, is triggered implicitly when its source state has completed its task.
Guard Conditions
A guard condition is evaluated after the trigger event for the transition occurs. It is possible to have multiple
transitions from the same source state and with the same event trigger, as long as the guard conditions don't overlap.
A guard condition is evaluated just once for the transition at the time the event occurs. The boolean expression may
reference the state of the object.
Actions
An action is an executable atomic computation, meaning that it cannot be interrupted by an event and therefore runs to
completion. This is in contrast to an task, which may be interrupted by other events. Actions may include operation
calls (to the owner of the state machine as well as other visible objects), the creation or destruction of another
object, or the sending of a signal to another object. In the case of sending a signal, the signal name is prefixed with
the keyword 'send'.
Entry and Exit Actions
Entry and exit actions allow the same action to be dispatched every time the state is entered or left, respectively.
Entry and exit actions enable this to be done cleanly, without having to explicitly put the actions on every incoming
or outgoing transition explicitly. Entry and exit actions may not have arguments or guard conditions. The entry actions
at the top-level of a state machine for a model element may have parameters representing the arguments that the machine
receives when the element is created.
Internal Transitions
Internal transitions allow events to be handled within the state without leaving the state, thereby avoiding triggering
entry or exit actions. Internal transitions may have events with parameters and guard conditions, and essentially
represent interrupt-handlers.
Deferred Events
Deferred events are those whose handling is postponed until a state in which the event is not deferred becomes active.
When this state becomes active, the event occurrence is triggered and may cause transitions as if it had just occurred.
The implementation of deferred events requires the presence of an internal queue of events. If an event occurs but is
listed as deferred, it is queued. Events are taken off this queue as soon as the object enters a state that does not
defer these events.
Substates
A simple state is one which has no substructure. A state which has substates (nested states) is called a composite
state. Substates may be nested to any level. A nested state machine may have at most one initial state and one final
state. Substates are used to simplify complex flat state machines by showing that some states are only possible within
a particular context (the enclosing state).
Figure 3. Substates.
From a source outside an enclosing composite state, a transition may target the composite state or it may target a
substate. If its target is the composite state, the nested state machine must include an initial state, to which
control passes after entering the composite state and after dispatching its entry action (if any). If its target is the
nested state, control passes to the nested state after dispatching the entry action of the composite state (if any),
and then the entry action of the nested state (if any).
A transition leading out of a composite state may have as its source the composite state or a substate. In either case,
control first leaves the nested state (and its exit action, if any, is dispatched), then it leaves the composite state
(and its exit action, if any, is dispatched). A transition whose source is the composite state essentially interrupts
the task of the nested state machine.
History States
Unless otherwise specified, when a transition enters a composite state, the action of the nested state machine starts
over again at the initial state (unless the transition targets a substate directly). History states allow the state
machine to re-enter the last substate that was active prior to leaving the composite state. An example of history state
usage is presented in Figure 3.
Figure 4. History State.
Common Modeling Techniques
State machines are used most commonly to model the behavior of an object across its lifetime. They are particularly
needed when objects have state-dependent behavior. Objects which may have state machines include classes, subsystems,
use cases and interfaces (to assert states which must be satisfied by an object which realizes the interface).In the
case of real-time systems, state machines are also used for capsules and protocols (to assert states which must be
satisfied by an object which realizes the protocol).
Not all objects require state machines. If an object's behavior is simple, such that it simply store or retrieves data,
the behavior of the object is state-invariant and its state machine is of little interest.
Modeling the lifetime of an object involves three things: specifying the events to which the object can respond, the
response to those events, and the impact of the past on current behavior. Modeling the lifetime of an object also
involves deciding the order in which the object can meaningfully respond to events, starting at the time of the
object's creation and continuing until its destruction.
To model the lifetime of an object:
Set the context for the state machine, whether it is a class, a use case, or the system as a whole.
If the context is a class or a use case, collect the neighboring classes, including parent classes or
classes reachable by associations or dependencies. These neighbors are candidate targets for actions and
are candidate targets for inclusion in guard conditions.
If the context is the system as a whole, narrow your focus to one behavior of the system, and then consider
the lifetimes of the objects involved in that aspect. The lifetime of the entire system is simply too big
too be a meaningful focus.
Establish initial and final states for the object. If there are preconditions or postconditions of the initial and
final states, define those as well.
Determine the events to which the object responds. These can be found in the object's interfaces. In the case of
real-time systems, these can also be found in the object's protocols.
Starting from the initial state to the final state, lay-out the top-level states the object may be in. Connect
these states with transitions triggered by the appropriate events. Continue by adding these transitions.
Identify any entry or exit actions.
Expand or simplify the state machine by using substates.
Check that all events triggering transitions in the state machine match events expected by the interfaces realized
by the object. Similarly, check that all events expected by the interfaces of the object are handled by the state
machine. In the case of real-time systems, make equivalent checks for a capsule's protocols. Finally, look to
places where you explicitly want to ignore events (e.g. deferred events).
Check that all actions in the state machine are supported by relationships, methods, and operations of the
enclosing object.
Trace through the state machine, comparing it with expected sequences of events and their responses. Search for
unreachable states and states in which the machine gets stuck.
If you re-arrange or re-structure the state machine, check to make sure that the semantics have not changed.
Hints and Tips
When given a choice, use the visual semantics of the state machine rather than writing detail transition code. For
example, do not trigger one transition on several signals, then use detail code to manage the flow of control
differently depending on the signal. Use separate transitions, triggered by separate signals. Avoid conditional
logic in transition code that hides additional behavior.
Name states according to what you are waiting for or what is happening during the state. Remember that a state is
not a 'point in time'; it's a period during which the state machine is waiting for something to happen. For
example, 'waitingForEnd' is a better name than 'end'; 'timingSomeTask' is better than 'timeout'. Do not name states
as if they were actions.
Name all states and transitions within a state machine uniquely; this will make source-level debugging easier.
Use state variables (attributes used to control behavior) cautiously; do not use them in lieu of creating new
states. Where states are few, with little or no state-dependent behavior, and where there is little or no behavior
that might be concurrent with or independent of the object containing the state machine, state variables may be
used. If there is complex, state-dependent behavior which is potentially concurrent, or if events which must be
handled may originate outside the object containing the state machine, consider using a collaboration of two or
more active objects (possibly defined as a composition). In real-time systems, complex state-dependent,
concurrent behavior should be modeled using a capsule containing subcapsules.
If there are more than 5 ÂÄ… 2 states on a single diagram, consider using substates. Common sense applies: ten states
in an absolutely regular pattern might be fine, but two states with forty transitions between them obviously needs
to be re-thought. Make sure the state machine is understandable.
Name transitions for what triggers the event and/or what happens during the transition. Choose names that improve
understandability.
When you see a choice vertex, you should ask whether you can delegate the responsibility for that choice to another
component, such that it gets presented to the object as a distinct set of signals to be acted upon (e.g., instead
of a choice on msg->data > x), have the sender or some other intermediate actor make the decision and send a
signal with the decision explicit in the signal name (e.g., use signals named isFull and isEmpty instead of having
a signal named value and checking message data).
Name the question answered at the choice vertex descriptively, e.g. 'isThereStillLife' or 'isItTimeToComplain'.
Within any given object, try to keep choice vertex names unique (for the same reason as keeping transition names
unique).
Are there overly long code fragments on transitions? Should functions be used instead, and are common code
fragments captured as functions? A transition should read like high-level pseudo-code, and should adhere to the
same or even more stringent rules of length as C++ functions. For example, a transition with more than 25 lines of
code is considered excessively long.
Functions should be named by what they do.
Pay particular attention to entry and exit actions: it is particularly easy to make changes and forget to change
the entry and exit actions.
Exit actions can be used to provide safety features, e.g. the exit action from the 'heaterOn' state turns the
heater off, where the actions are used to enforce an assertion.
Generally substates should contain two or more states unless the state machine is abstract and will be refined by
sub-classes of the enclosing element.
Choice points should be used in lieu of conditional logic in actions or transitions. Choice point are easily seen,
whereas conditional logic in code is hidden from view and easy to overlook.
Avoid guard conditions
If the event triggers several transitions, there is no control over which guard condition is evaluated
first. As a result, results can be unpredictable.
More than one guard condition could be 'true', but only one transition can be followed. The path chosen can
be unpredictable.
Guard conditions are non-visual; it is harder to 'see' their presence.
Avoid state machines which resemble flow charts.
This may indicate an attempt to model an abstraction that is not really there, such as:
using an active class to model behavior that is best suited for a passive or data class
modeling a data class by using a data class and an active class that are very tightly coupled (i.e.
the data class was used for passing type information around but the active class contains most of
the data that should be associated with the data class).
This misuse of state machines can be recognized by the following symptoms:
messages sent to 'self', primarily just to re-use code
few states, with many choice points
in some cases a state machine without cycles. Such state machines are valid in process control
applications or when trying to control a sequence of events; their presence during analysis usually
represents the degeneration of the state machine into a flow chart.
When the problem is identified:
Consider splitting the active class into smaller units with more distinct responsibilities,
Move more behavior into a data class that is associated with the problem active class.
Move more behavior into active class functions.
Make more meaningful signals instead of relying on data.
Designing with Abstract State
Machines
An abstract state machine is a state machine that needs to have more detail added before it can be used for practical
purposes. Abstract state machines can be used to define generic, reusable behavior which is further refined in
subsequent model elements.
Figure 5. An abstract state machine.
Consider the abstract state machine in Figure 5. The simple state machine depicted is representative of the most
abstract level of behavior (the "control" automaton) of many different types of elements in event-driven systems.
Although they all share this high-level form, the different element types may have widely different detailed behaviors
in the Running state depending on their purpose. Therefore, this state machine would most likely be defined in some
abstract class that serves as the root class for the different specialized active classes
Let us therefore define two such different refinements of this abstract state machine, using inheritance. These two
refinements, R1 and R2, are shown in Figure 6. For clarity, we have drawn the elements inherited from the parent class
using a gray pen.
Figure 6. Two refinements of the state machine in Figure 5.
The two refinements clearly differ in how they decompose the Running state and also how they extend the original
"start" transition. These choices can only be made, of course, once the refinement is known and, hence, could not have
been done with a single end-to-end transition in the abstract class.
Chain States
The ability to "continue" both incoming transitions and outgoing transitions is fundamental for the type of refinement
described above. It may seem that entry points and final states, combined with continuation transitions are sufficient
to provide these semantics. Unfortunately, this is not sufficient when there are multiple different transitions that
need to be extended.
What is required for the abstract behavior pattern is a way of chaining two or more transition segments that are all
executed in the scope of a single run-to-completion step. This means that transitions entering a hierarchical state are
split into the incoming part that effectively terminates on the state boundary and an extension that continues within
the state. Similarly, outgoing transitions emanating from a hierarchically nested state are segmented into a part that
terminates on the enclosing state boundary and a part that continues from the state boundary to the target state. This
effect can be achieved in UML with the introduction the chain state concept. This is modeled by a stereotype
(<<chainState>>) of the UML State concept. This is a state whose only purpose is to "chain" further
automatic (triggerless) transitions onto an input transition. A chain state has no internal structure-no entry action,
no internal task, no exit action. It also has no transitions triggered by events. It may have any number of input
transitions. It may have an outgoing transition with no trigger event; this transition automatically fires when an
input transition activates the state. The purpose of the state is to chain an input transition to a separate output
transition. Between the input transition(s) and the chained output transition, one connects to another state inside the
containing state and the other connects to another state outside the containing state. The purpose of introducing a
chain state is to separate the internal specification of the containing state from its external environment; it is a
matter of encapsulation.
In effect, a chain state represents a "pass through" state that serves to chain a transition to a specific continuation
transition. If no continuation transition is defined, then the transition terminates in the chain state, and some
transition on an enclosing state must eventually fire to move things along.
The example state machine segment in Figure 7 illustrates chain states and their notation. Chain states are represented
in a state machine diagram by small white circles located within the appropriate hierarchical state (this notation is
similar to initial and final states, which they resemble). The circles are stereotype icons of the chain state
stereotype and are usually drawn near to the boundary for convenience. (In fact, a notational variation would be to
draw these on the border of the enclosing state.)
Figure 7. Chain states and chained transitions.
The chained transition in this example consists of the three chained transition segments e1/a11-/a12-/a13. When signal
e1 is received, the transition labeled e1/a11 is taken, its action a11 executed, and then chain state c1 is reached.
After that, the continuation transition between c1 and c2 is taken, and finally, since c2 is also a chain state, the
transition from c2 to S21. If the states along these paths all have exit and entry actions, the actual sequence of
action executions proceeds as follows:
exit action of S11
action a11
exit action of S1
action a12
entry action of S2
action a13
entry action of S21
All of this is executed in the scope of a single run-to-completion step.
This should be compared against the action execution semantics of the direct transition e2/a2, which are:
exit action of S11
exit action of S1
action a2
entry action for state S2
entry action for state S21
© Copyright IBM Corp. 1987, 2006. All Rights Reserved.
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