Software Engineering, CSC221, Lecture 7 : Design III Behaviour : Stat Chart 7/13/2017 1 Review of Last Lecture Class Diagram Association Class, Reification N-Ary Association Qualified Association Interface Interactions diagrams Collaborations, classifier and association roles Interaction diagrams, object creation and destruction Role multiplicity and iterated messages Multi-objects Conditional messages, messages to self 7/13/2017 2 Overview of This Lecture Statechart 7/13/2017 State-dependent behaviors, events, transitions Initial and final states, guard conditions Actions, activities, composite states, history states 3 Where are we now? Requirement Analysis Topic Covered: Design Implement Detailed Class Diagram Object Diagram Collaboration Diagram Sequence Diagram Test 7/13/2017 4 Object Behavior The behavior of an object is defined by its reaction to messages at any point in execution. Some object behaviors can be studied by: Object Diagram, OR Interaction Diagram. Not sufficient: 7/13/2017 Cannot model all possible scenarios, e.g., only specific sequence of messages are studied. Only model some legal (possible) states - show how an object behaves in particular interactions. We need to know about illegal or impossible states to plan for them. 5 Specifying Behaviour in UML A different notation is needed to summarize the overall behaviour of objects. UML defines a statechart for this purpose. Complement interaction diagrams for understanding the dynamic behaviour of the system: Interaction Diagram: Models some inter-object messages with well defined order during a short duration. Statechart: 7/13/2017 Models the entire lifetime of a single object, specifying all possible sequences of messages and responses. 6 State-dependent Behaviour Objects respond differently to the same stimulus/events at different times. Can be modelled by defining a state machine: It has a set of states: It has a set of transitions: 7/13/2017 an object can be in one state at any time; the state it is in determines how it responds to events. an event can cause the object to move from one state to another. 7 CD Player: An Example Behaviour of a simple CD player: A drawer to hold the CD; Control interface with 3 buttons: 7/13/2017 Load button: the drawer will open if it was shut and will shut if it was open; Stop button: the player will stop playing. If there is no CD, there is no effect; Play button: the CD will be played. If the drawer is open, the drawer shuts before playing starts. 8 UML Statechart Semantics A statechart defines the behaviour of instances of a given class. It shows: The possible states of an object; The events it can detect; Its response to those events. An object is in one active state at a time: 7/13/2017 Events may be received at any time, which can trigger a transition to the next active state; If an Event only causes a loop on a state (i.e., no change of an active state), the transition is known as self-transition. 9 Statechart: Deciding States Identifying separate states: Informal principle: Syntax: States S1 and S2 are separate if an object in state S1 responds differently to at least one event from the way it responds to that event in state S2. States: rounded rectangles with the name of the state ( StateName ). Example: There are 3 states for the CD player: 7/13/2017 Closed, Playing, Open. 10 Statechart: Identifying Events Events are usually external stimulus: Events usually cause an object to change state: Moving from one state to another is known as transition; Events that causes transition are known as trigger; Events can optionally carry data (similar to message parameter). Syntax: E.g., messages that can be sent to an object; Internal stimulus will be covered later in the lecture. An arrow with the trigger attached ( trigger ). Example: 7/13/2017 There are three events for the CD Player: load, play, stop. 11 CD Player: Statechart Ver. 1 Transition: From Closed state to Open state triggered by load event. State: The Open state. Statechart 7/13/2017 12 Initial and Final States To specify the first active state when an object is created/initialized: Use Initial State: A transition leading from the initial state indicates the first active state. No event should be written on a transition from an initial state. Syntax: a black disc ( ). To model the destruction of an object: Use Final State: 7/13/2017 Represent the end of flow, i.e., the object no longer exists. May correspond to actual destruction for software object. Syntax: a circled black disc ( ). 13 CD Player: Statechart Ver. 2 Initial State: CD Player switched on Final State: Switched Off the CD Player Statechart 7/13/2017 14 Non-Deterministic System When two or more transitions leading from a state share the same trigger: No way to distinguish between them; Randomly choose one of them; The same history of events may end up in a different state; Known as non-deterministic system. Can be removed by adding information to distinguish between transitions with the same trigger. 7/13/2017 15 CD Player: Non Deterministic Example In real-life, a CD player will not play if there is no CD inside. Statechart Ver. 2 does not describe this. Correct Behaviour: When the play event is detected, the CD Player should remain in the Closed state if there is no CD inside. Resulting Statechart (partial): This transition should be used when there is a CD inside. This transition should be for no CD inside. Statechart 7/13/2017 16 Guard Condition Although the two transitions are meant for different scenarios, the statechart does not distinguish among the two, resulting in a non-deterministic behavior. The non-determinism can be removed if we can specify the condition that determine the correct transition to use. Syntax: trigger [guard_condition] Semantics: If a transition has a guard condition, it can only fire if that transition is evaluated to true; If all guard conditions are false and there is no unguarded transition, the event will be ignored. Usually, only one condition is true (determinism). 7/13/2017 17 CD Player: Statechart Ver. 3 Guard Condition Statechart Note that guard conditions are also added to transitions leading from the Open state. What do they represent? 7/13/2017 18 Actions A state can have actions triggered. There are three ways an action can be triggered: By an event; By entering a state; By leaving a state. An action triggered by an event takes place in response to that event: Syntax: Trigger [Guard_Condition] /action Example: 7/13/2017 The CD drawer will be closed when play is detected in the Open state. 19 CD Player: Statechart Ver. 4 Statechart Action triggered by Event 7/13/2017 20 Action: Entering/Exiting a State An action can be triggered as soon as the state is entered. Useful to capture actions that must be performed regardless the transition used to arrive at the state. Syntax: Write in a compartment in the state box: entry/action Similarly, an action can be performed just before leaving a state. Syntax: 7/13/2017 Write in a compartment in the state box: exit/action 21 CD Player: Statechart (partial) Action triggered by entering a state. Action triggered by leaving a state. Statechart Question: What happened when the play button is pressed during CD playing? 7/13/2017 22 Action and Activity Properties of Actions: An “action” that does not conform to the above is termed as activity instead. Property of Activities: Short, self-contained processing; Finished “instantaneously”; Cannot be interrupted by events. Performed during a state; Carry out for an extended period of time; Can be interrupted by events. Syntax: 7/13/2017 Write in a compartment of the state box: do/activity 23 CD Player: Activity Example Activity performed during the Playing state. Statechart (Partial) Question: When the play track activity is being performed, what happen if the stop button is pressed? 7/13/2017 24 Completion Transition As well as being interrupted by events, some activities will come to an end of their own accord. If an activity completes uninterrupted, then it can trigger a completion transition. these are transitions without event labels. Multiple completion transitions can be distinguished by guard conditions. Example: When the play track activity is completed: 7/13/2017 If it is the last track, go to Closed state; If it is not the last track, play the next track. 25 CD Player: Completion Transition Example Completion Transition: Play the next track Completion Transition: No more track. Stop playing Statechart (Partial) 7/13/2017 26 Internal Transition There are transitions that leave the object in the same state but does not trigger the entry and exit actions: A self-transition is not appropriate. Why? Use an Internal Transition which does not trigger the entry and exit actions. Syntax: Write in a compartment of the state box: event/action Example: 7/13/2017 Suppose we add an info button for the CD Player to display the remaining playing time for current track. 27 CD Player: Internal Transition Info /display time Statechart – Self- transition(Partial) Statechart – Internal Transition (Partial) Compare the two different ways to model the info button. 7/13/2017 28 Composite State States that share similar behavior can be grouped into a Composite State to simplify the statechart. Composite State: Syntax similar to simple state; Contains a number of substates; When a composite state is active, exactly one of the substate must be active; Transitions can lead away from a composite state as well as any of its substates. Example: 7/13/2017 CD Player: the response to the play event is similar during the Open or Closed states. 29 CD Player: Composite State Composite State Transition shared by all substates Sub-State Transition specific to one substate Statechart 7/13/2017 30 Composite State: Additional Property A composite state is just like a simple state: A composite state is also like a mini-statechart: Can have Entry/Exit actions; Can have extended activity. Can have an Initial State to indicate the default substate if a transition terminates at boundary of a composite state; Can have a Final State, which is triggered when ongoing activity within the state has finished. Transitions: 7/13/2017 Leading away from a composite state apply to all substates; Arrive at composite state go to the default state; Can cross composite state boundaries. 31 CD Player: pause button Pressing the pause button causes playing to be interrupted; When the button is pressed again, playing continues from the position where it was paused. Only triggers if the Composite State is entered. As there is no entry action, reentering the Playing substate will not restart the track. 7/13/2017 Statechart 32 History State When a composite state is entered, it begins at the initial state or directly transits into one of the substates. Sometimes, it is useful to re-enter a composite state at a point at which it was left. Re-enter the last active substate. Indicate this using the History State. Transitions arriving at the History State activate the last active substate. If there is no last active substate, a default state can be indicated by an unlabelled transition from History State. Syntax: A circled ‘H’ ( H ) 7/13/2017 33 CD Player: History State Suppose re-pressing the play button: During Playing: restart and play the current track; During Paused: restart the current track but remain paused. Make use of History State to model the behavior correctly. Statechart 7/13/2017 34 CD Player: Final Version Statechart Statechart 7/13/2017 35 Statechart Notation Summary State Name Entry /action Exit /action Do /activity Event /action Event(param) [condition] /action Transition and Trigger State H Initial State 7/13/2017 Final State History State 36 Steps for Constructing Statechart 1. 2. 3. 4. 5. 6. 7. 8. Identify the objects that have complex behavior; Determine the initial and final states of the object; Identify the events that affect the entity; Working from the initial state, trace the impact of events and identify the intermediate states; Identify any entry and exit actions on the states; Expand states into a composite state if necessary; Check which actions in the state are supported by operation (method); Refine the class if necessary. Another example of constructing Statechart: “Ticket Machine”. 7/13/2017 37 Creating a Statechart How information from interaction diagrams can be used to derive statecharts? It can be hard to identify all necessary states. Statecharts can be developed incrementally: 7/13/2017 consider individual sequences of events received by an object; these might be specified on interaction diagrams; start with a statechart for one interaction; add states as required by additional interactions. 38 Ticket Machine Consider a ticket machine with two events: Basic interaction is to select a ticket and then enter coins. select a ticket type; enter a coin. model this as a ‘linear’ statechart. Problems: 7/13/2017 It defines only one transaction, whereas the ticket machine is able to carry out repeated transactions; It shows only 3 coins, but this number should be arbitrary. 39 Refining the Statechart This can be improved by adding ‘loops’: the number of coins entered will vary: entry will continue until the ticket is paid for; the whole transaction can be repeated. State ‘Idle’: no transaction is in progress. 7/13/2017 40 Adding Another Interaction Suppose the requirements allow the user to enter a coin before selecting a ticket. A ‘coin’ transition from the ‘Idle’ state is needed to handle this event. this transition can’t go to the ‘Paying for Ticket’ state as the ticket is not yet selected. so a new state ‘Inserting Coins’ is required. The statechart is thus built up step-by-step. 7/13/2017 41 Adding a Second Interaction If all coins are entered before ticket selected: 7/13/2017 42 Integrating the Interactions Suppose the requirements allow the user to enter some coins before selecting a ticket and the rest after that. In fact, events can occur in any sequence: 7/13/2017 43 Time Events Suppose the ticket machine times out after 30 seconds. 7/13/2017 We need to fire a transition that is not triggered by a user-generated event; UML defines time events to handle these cases. Example: a transition will fire 30 seconds after the ‘no ticket selected’ state is entered. 44 Activity States Both ‘No Ticket Selected’ and ‘Ticket Selected’ should check if the machine is able to return any change that is required. Efficient solution: activity states! Activity states define periods of time when the object is carrying out internal processing. 7/13/2017 unlike normal activities, these cannot be interrupted by external events; only completion transitions leading from them; useful for simplifying the structure of complex statecharts. 45 Returning Change Note that activity as a property of state (slide 23) is not the same as activity states. Use an activity state to calculate change. 7/13/2017 46 Ticket Machine Statechart It incorporates ‘Pressing Cancel’ in the middle of a transaction. The composite state ‘Transaction’ reduces the number of statechart transitions. Still room for refining: When ‘cancel’ event occurs, the machine should give the money back 7/13/2017 Statechart 47 Comparison between statecharts and activity diagrams There are many similarities between state diagrams and activity diagrams (Chapter 3 of [Bimlesh, Andrei, Soo; 2007]), as activity diagrams are state diagrams extended with some extra notation. The main difference between activity diagrams and state diagrams is that activity diagrams do not normally include events. Moreover, an activity is intended to proceed without getting stuck, whereas for state diagrams it is perfectly acceptable for an object never to reach some of its potential states. 7/13/2017 48 Where are we now? Requirement Analysis Topic Covered: Design Implement Detailed Class Diagram Object Diagram Collaboration Diagram Sequence Diagram Statechart Test 7/13/2017 49 Summary Statechart 7/13/2017 State-dependent behaviors, events, transitions Initial and final states, guard conditions Actions, activities, composite states, history states 50 Thank you for your attention! Questions? 7/13/2017 51
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