Factbites
 Where results make sense
About us   |   Why use us?   |   Reviews   |   PR   |   Contact us  

Topic: Event driven finite state machine


Related Topics

In the News (Sat 2 Jun 12)

  
  State diagram - Wikipedia, the free encyclopedia
State diagrams are used to graphically represent finite state machines.
A classic form of a state diagram for a finite state machine is a directed graph where
For a deterministic finite state machine (DFA), nondeterministic finite state machine (NFA), generalized nondeterministic finite state machine (GNFA), or Moore machine, input is signified on each edge
en.wikipedia.org /wiki/State_diagram   (511 words)

  
 Finite state machine - Wikipedia, the free encyclopedia
A finite state machine (FSM) or finite automaton is a model of behavior composed of states, transitions and actions.
Finite state machines are one type of the automata studied in automata theory and the theory of computation.
The next state and output of a FSM is a function of the input and of the current state.
en.wikipedia.org /wiki/Finite_state_machine   (1373 words)

  
 May 2000/State Machine Design in C++   (Site not responding. Last check: 2007-11-03)
Events, on the other hand, are the stimuli which cause the state machine to move, or transition, between states.
In short, using a state machine captures and enforces complex interactions which might otherwise be difficult to convey and implement.
As I mentioned earlier, an event is the stimulus that causes a state machine to transition between states.
www.tcnj.edu /~hernande/cujv5/html/18.05/lafrenie/lafrenie.htm   (3340 words)

  
 [No title]
Finite State Machines (FSM), also known as Finite State Automation (FSA), at their simplest, are models of the behaviors of a system or a complex object, with a limited number of defined conditions or modes, where mode transitions change with circumstance.
Finite state machines are an adopted artificial intelligence technique which originated in the field of mathematics, initially used for language representation.
State space, unlike FSM, requires both an initial state and a goal state, and is typically used in problem solving domains where a sequence of actions is required for solving the overall problem (sequence from initial to goal states).
ai-depot.com /Features/Print.html?id=24&encrypt=fe0d59ca9d4cdb84c7647f5b5968a63b&ref=1329   (5001 words)

  
 An Integrated Finite State Machine to Automate TTF operation   (Site not responding. Last check: 2007-11-03)
During the event processing some conditions are evaluated and the FSM jumps to the new state or stays in the same one.
EVENT is a force that revives the machine and causes all its activities.
Events are generated mainly from outside of the machine but the machine can also trigger its own ones.
tesla.desy.de /doocs/fsm/fsm.html   (2082 words)

  
 Gamasutra - Features - "Visual Finite State Machine AI Systems"
A visual state machine system is a solution to designer-created AI problems that I've had in the past.
The table should be a 2D array that is an equivalent model of the state machine and is suitable for processing in code.
The State structure is composed of two arrays: an array of possible transitions to other states and an array of actions to take upon state entry.
www.gamasutra.com /features/20041118/gill_01.shtml   (2174 words)

  
 Set up Web applications as finite state machines
Another class of applications is driven by externally generated events—that is, events generated outside the application and beyond the control of the application itself or the programmer.
The action to be performed in response to an event depends both on the event and on the internal state of the machine, and also determines and updates the state of the machine.
A state table is represented as a table where each column represents a state, each row represents an event, and the cells represent a state/event combination and contain the action to be executed, which in turn determines the next state of the machine.
builder.com.com /5100-6387-5034222.html   (954 words)

  
 Model-Driven Development of Resource-Constrained Embedded Applications
State machines are an excellent way for you to describe object behaviour, and are especially useful when describing event-driven behaviour typical of the problem domain.
State machines are not limited to active objects; in fact, they can be used for any type of object.
You can use state machines to model the behaviour of passive objects in the same way as active objects, except that the source of events is not messages on a port but rather calls on the object's methods or functions.
www-128.ibm.com /developerworks/rational/library/04/r-3151   (5627 words)

  
 StateMaster Basics
While references to the state machine can be found, they are not very applicable to the software designer.
This is because the electrical engineer's state machine is used to derive the Boolean equations for sequential digital circuits and to a large extent, the minimization of circuit components.
They are event driven and their operation is defined in a state table.
www.fuzzysys.com /WebHelp/StateMaster_Basics.htm   (689 words)

  
 Four common misconceptions about finite state machines   (Site not responding. Last check: 2007-11-03)
Not true: the correct way to implement a complex control system is by designing finite state machines which are simple enough to be well understood, with perhaps 10 to 20 states.
FSMs are event driven, and this increases the number of states required.
The state machine as defined in automata theory is the only convincing model which has proved its usefulness in industrial hardware and software control system.
www.stateworks.com /active/content/en/technology/q_misconceptions.php   (239 words)

  
 Glossary (Using Stateflow)
The occurrence of an event causes the status of the states in the Stateflow diagram to be evaluated.
Events are broadcast in a top-down manner starting from the event's parent in the hierarchy.
In a Stateflow diagram consisting of a single state, that state's parent is the Stateflow diagram itself.
www.tau.ac.il /cc/pages/docs/matlab/help/toolbox/stateflow/glossary.html   (2219 words)

  
 ASPN : POE::NFA   (Site not responding. Last check: 2007-11-03)
Events are delivered to the appropriate handlers in the current state only, and moving to a new state is an inexpensive way to change what happens when an event arrives.
The machine itself is defined as a list of state names and hashrefs mapping events to handlers within each state.
It hold a reference to the current state machine, and it's useful for calling methods on it.
aspn.activestate.com /ASPN/CodeDoc/POE/POE/NFA.html   (605 words)

  
 The 2003 AIISC Report - Working Group on Finite State Machines
Finite state machines are arguably the most popular technology in game AI programming today.
The finite-state machine (or finite-state automaton) exists in its simplest form from computational theory, defined as as a set of states S, an input vocabulary I, and a transition function T(s,i) mapping a state and an input to another state.
Moreover, the transition function is broken up and its internal logic distributed among the states so that each state "knows" the conditions under which it should transition to a different state.
www.igda.org /ai/report-2003/aiisc_fsm_report_2003.html   (838 words)

  
 Dr. Dobb's | Hierarchical State Machine Design in C++ | November 1, 2005
The Finite State Machine (FSM) is a design pattern in which actions are determined by events and the current context of the system.
The hierarchy in the state machine is achieved by using C++ inheritance and polymorphism to handle the same event differently based on the context (or state) of the system.
I extended the Calc state machine to respond to the on_equals event from the opEntered state (the statechart should reflect that).
www.ddj.com /dept/cpp/184402040   (2510 words)

  
 Liemur - Article - Finite State Machine
Upon receipt of a valid set of bytes the state changes to a parse state, where bytes of the packet are processed and stored into a holding buffer until the end of the packet is received.
The current state need to be able to determine if the conditions have been met to the transition to the next state.
Also states have optional entry and exit action objects that would be called when transitioning to or from the state.
www.liemur.com /Articles/FiniteStateMachine.html   (936 words)

  
 Reactive Systems
Nonetheless, state machines are often used for device drivers, as this size suffices for many driver architectures.
In this case a component such as an I/O supervisor usually has responsibility both for executing the state machines and instantiating the state machines needed to deal with physical concurrency due to multiple devices.
SNL applications with between 10 and 20 states are considered to be `extremely complex.'[12] However, an SNL sequencer may control execution of multiple independent state machines, on occasion controlling concurrent execution of as many as 10 state machines.
www.cse.ucsc.edu /research/embedded/pubs/spebrm/node2.html   (652 words)

  
 Quantum Event Processor
The event processor is designed to operate with almost any event queuing and dispatching mechanisms, which are also necessary components of a hypothetical state machine [OMG 01].
Highly maintainable "cookie cutter" state machine representation in C or C++ that is very easy to modify/extend at any stage of the development cycle.
A state machine in QEP requires only a few bytes of RAM to store the current active state, but states are represented as pure code (ROM).
www.quantum-leaps.com /products/qep.htm   (932 words)

  
 How Stateflow Works (Stateflow)
The state that is active is determined based on the occurrence of events under certain conditions.
Stateflow uses a variant of the finite state machine notation established by Harel [1].
A Stateflow diagram is a graphical representation of a finite state machine, where states and transitions form the basic building blocks of the system.
www.eecs.umich.edu /dco/faq/matlab-6.5/help/toolbox/stateflow/concept3.html   (506 words)

  
 Software development process - Free net encyclopedia   (Site not responding. Last check: 2007-11-03)
They state requirements, analyze them, design a solution approach, architect a software framework for that solution, develop code, test (perhaps unit tests then system tests), deploy, and maintain.
More generally, automata theory can be used to build up and validate application behaviour by designing a system of finite state machines.
Finite state machine (FSM) based methodologies allow executable software specification and by-passing of conventional coding (see virtual finite state machine or event driven finite state machine).
www.netipedia.com /index.php/Software_development   (1597 words)

  
 The Old Joel on Software Forum - State Machines
State machines are a fundamental concept, only slightly less basic than looping and variables.
I learnt about finite state machines, which I presum "state machine" is an abbreviation of (they must all be finite in some sense...).
For a fundamental presentation of state machines, Jeffrey Ullman, John Hopcroft, and Alfred Aho have (in various combination) produced a number of excellent books on the topic (and other fundamental topics).
discuss.fogcreek.com /joelonsoftware?cmd=show&ixPost=95053   (463 words)

  
 State Threads for Internet Applications
For each connection, an IA does some finite amount of work involving data exchange with its peer, where its peer may be either a client or a server.
State threads are very lightweight user-level entities, and therefore creating and maintaining user connections requires minimal resources.
State Threads is an application library which provides a foundation for writing Internet Applications.
state-threads.sourceforge.net /docs/st.html   (3008 words)

  
 Table-Driven FSMs in COBOL   (Site not responding. Last check: 2007-11-03)
One way to implement a finite state machine (or "FSM") is to encode the rules in an array -- or in COBOL terms, a WORKING-STORAGE table.
The FSM performs whichever actions are turned on for a given state and event.
In particular: if the table says that the next state is number zero, that means that there is no next state; you have reached a terminal state.
home.swbell.net /mck9/cobol/tech/fsmtable.html   (641 words)

  
 YAPC 99: Braam, Peter et alii
Lento is an event driven finite state machine, using the POE package and various extensions.
Sessions react to events: our events are triggered by arrival of data and timers.
For example, if the kernel asks to refresh a directory, a session is set up for this, unless the directory is already involved in a session, in which case and event is posted to that session.
www.cs.cmu.edu /~yapc/1999/abstracts/braam_p.html   (783 words)

  
 SMC: The State Machine Compiler
I have a state which has two different transitions which push the same state and I need to handle the pop transitions differently but I can define the pop transition only once.
I re-wrote the lexer and parser as an SMC finite state machines.
The reason why the state machine actions in your application class have to be public because that is the only way the state classes will be able to access them.
smc.sourceforge.net /SmcFaq.htm#WhyJava   (4639 words)

  
 UML Model-Driven Development (MDD) | Model Driven Architecture | Embedded Applications   (Site not responding. Last check: 2007-11-03)
Active objects have their own thread of control: they have an encapsulation boundary that protects the inner behavior and state and an external interface defined by ports (see Figure 1).
For active objects—as discussed previously—events arrive via the object's ports, and the set of available events is defined by the protocol for the port.
State machines are an excellent way for you to describe object behavior, and are especially useful when describing event-driven behavior typical of the problem domain.
www.developers.net /external/480?pager=7087   (869 words)

  
 LabHSM - Active Object Based Event-Driven LabVIEW Development with Hierarchical State Machines
It also adds state dependent priorities to events, a separate queue for public events/messages, and, of course, some LabVIEW™ specific code like capturing front panel user events and putting them into the private Events queue.
Powerful hierarchical state machine paradigm, free of the limitations of a traditional, "flat" finite state machine, namely, combinatorial state space explosion and the lack of ability to consider the behavior logic on different levels of abstraction.
Transitions can be defined to lead to the target state itself, its lowest default substate, or its history or even deep history, which enables even more concise HSM description (fewer states needed).
www.labhsm.com   (749 words)

  
 Advanced Control Flow
Such applications have to react to events generated from the client browser, and they respond to these perhaps by changing their internal state and generating a response.
Using this approach you no longer have to think of your Web application as a finite state machine, which transitions from one state to another, and in the process generates response pages.
It would be very nice if we could capture the state of the application, its stack of function calls, which includes local variables, the global variables and the program counter, and save them into an object.
odur.let.rug.nl /webapps/cocoon/docs/xdocs/userdocs/flow/continuations.xml   (450 words)

  
 [No title]
A StateNode (or just node) is defined as either a “state machine controller as well as a node within a state machine itself”.
(A more in depth look at state machine theory might be good to clarify that definition) What that means in a practical sense, is that no matter what and how many and what arrangment of nodes we need, they all wind up inheriting from StateNode.
This call is a little more messy, but it boils down to setting control to the “turn” node and defining a certain IR minimum as the triggering event.
www.ils.albany.edu /robotics/Shawn_Tekkotsu.doc   (1345 words)

  
 Quantum Leaps Resources -- Papers
Bruce Douglass has been teaching state machines and statecharts for many years.
The state machine code is not highly maintainable, however, because exit and entry actions are coded manually (in form of "transition-action-functions").
Stephen Mellor presents a case against state hierarchy in statecharts and complexity of UML in general.
www.quantum-leaps.com /resources/papers.htm#Statecharts   (503 words)

  
 Vortex: an event-driven multiprocessor operating system supporting performance isolation   (Site not responding. Last check: 2007-11-03)
Each stage is a small finite state machine.
The event architecture is efficient and allows Vortex to balance load across the processors automatically.
An EST is a tree of event queues, where each event queue can be instantiated with its own scheduling policy.
www.cs.uit.no /forskning/rapporter/Reports/200345.html   (196 words)

Try your search on: Qwika (all wikis)

Factbites
  About us   |   Why use us?   |   Reviews   |   Press   |   Contact us  
Copyright © 2005-2007 www.factbites.com Usage implies agreement with terms.