a machine that maps an event to an action , and performs a state change
a model of behavior composed of states, events, guards, actions, and transitions
a model of how something behaves in response to events
a set of tuples, with each tuple composed of an old state, event, new state, and action
a software scheme where the microprocessor jumps from state to state in response to external and internal events
a specification of a sequence of state s that an object or an interaction goes through during its lifetime, in response to event s, and also the responses that the given object or interaction makes to those events
a system in which an entity can be in one of a number of predefined states at any given time, and which changes state in response to events
In an OO context a state machine is a finite state automata that records the state of the application execution. (OO state machines differ because state actions can access and modify state variables.) In the translation methodologies each object with behavior responsibilities has its own state machine. The object's behavior responsibilities are encapsulated in actions associated with the states. When a transition occurs, the state machine executes the action associated with the state. Transitions are triggered by events that announce a change in the overall state of the application. (See category on state machines.)
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.