Please note : This help page is not for the latest version of Enterprise Architect. The latest help can be found here.

Legacy State Machine Templates

Code generation operates using a set of generation templates. From Release 11.0 of Enterprise Architect, a different set of templates are available as the default for software code generation from a State Machine diagram into Java, C, ANSI C++ or C# code. You can still use the original templates, as described here, for models developed in earlier releases of Enterprise Architect, if you do not want to upgrade them for the new template facilities.

Switch Between Legacy and Release 11 templates

Access Project | Settings | Project Options | Source Code Engineering | <language name>

If necessary, expand the 'Statemachine Engineering (for current model)' grouping and set the 'Use the new Statemachine Template' option to True (to use the later templates) or False (to use the Legacy templates).

Legacy Template Transformations

A State Machine in a Class internally generates a number of constructs in software languages to provide effective execution of the States' behaviors (do, entry and exit) and also to code the appropriate transition's effect when necessary.

Model Objects

Code Objects

See also


  • StateType - comprises an enumeration for each of the States contained within the State Machine
  • TransitionType – comprises an enumeration for each transition that has a valid effect associated with it; for example: ProcessOrder_Delivered_to_ProcessOrder_Closed
  • CommandType – comprises an enumeration for each of the behavior types that a State can contain (Do, Entry, Exit)


  • currState:StateType - a variable to hold the current State's information
  • nextState:StateType - a variable to hold the next State's information, set by each State's transitions accordingly
  • currTransition:TransitionType - a variable to hold the current transition information; this is set if the transition has a valid effect associated with it
  • transcend:Boolean - a flag used to advise if a transition is involved in transcending between different State Machines (or Submachine states)
  • xx_history:StateType - a history variable for each State Machine/Submachine State, to hold information about the last State from which the transition took place


  • StatesProc - a States procedure, containing a map between a State's enumeration and its operation; it de-references the current State's information to invoke the respective State's function
  • TransitionsProc - a Transitions procedure, containing a map between the Transition's enumeration and its effect; it invokes the Transition's effect
  • <<State>> - an operation for each of the States contained within the State Machine; this renders a State's behaviors based on the input CommandType, and also executes its transitions
  • initializeStateMachine - a function that initializes all the framework-related attributes
  • runStateMachine - a function that iterates through each State, and executes their behaviors and transitions accordingly

Operation Behavior


  • To be able to generate code from behavioral models, all behavioral constructs should be contained within a Class

Learn more

Learning Center topics

  • Alt+F1 | Enterprise Architect | Software Engineering | Behavioral Code Generation | State Machines