This chapter addresses the UML constructs that you can use to model discrete object behavior in terms of the states an object can reside in and the transitions that can happen between those states. The chapter addresses both behavioral state machines, which specify sequences of states that objects go through during their lifetimes in response to events and the responses that the objects make to those events, and protocol state machines, which specify which operations of a given class can be called when instances of that class are in particular states and under which conditions.
KeywordsState Machine Activity Diagram Exit Point Composite State Sequential Substate
Unable to display preview. Download preview PDF.