SysML State Machine Toolbox

When you are constructing SysML models, you can populate the State Machine diagrams using the icons on the SysML State Machine pages of the Diagram Toolbox.

The Block that owns the State Machine diagram is automatically represented by a diagram frame enclosing the State Machine diagram elements. You can:

Hide the frame by right-clicking on the diagram and selecting the Hide Diagram Frame context menu option
Make the frame selectable to move or resize it, by right-clicking on it and selecting the Selectable context menu option
Create Ports and Parts on the frame and create connectors between them

Access     Diagram | Diagram Toolbox: More Tools | SysML 1.3 | SysML 1.3 State Machine

SysML_TBStateMachine
 

SysML State Machine Objects

Page

Item

Action

SysML State

State

Declares a significant condition in the life of a SysML Block within its State Machine.

 

State Machine

Describes the life-cycle behavior of a SysML Block in terms of its states and transitions.

 

Initial

Declares the starting state of the State Machine.

 

Final

Declares the ending state of the State Machine, and its completion.

 

Choice

Declares a Junction with a mandatory 'else' transition.

 

History

Represents the last active State of the State Machine prior to its interruption.

 

Junction

Declares a decision point at which a Transition branches out into multiple guarded, alternative paths.

 

Entry

Declares an Entry point between State Machines, Substate Machines and Regions.

 

Exit

Declares an Exit point between State Machines, Substate Machines and Regions.

 

Terminate

Declares a termination State in which the State Machine no longer operates.

 

Fork/Join

Simultaneously branches and joins a set of Transitions.

 

SysML State Relationships

Transition

Establishes a life-cycle path between one State and another, based on its operational conditions.

 

Additional

Event

Depicts the action of sending a signal.

 

 

Signal

A specification of Send request instances communicated between objects.

 

 

Trigger

Indicates an event that initiates an action (and might arise from completion of a previous action).