Professional Documents
Culture Documents
Behavioural Design: State Machines: ZEIT2301 Design of Information Systems
Behavioural Design: State Machines: ZEIT2301 Design of Information Systems
Dr Kathryn Merrick
Topic 06: Behavioural Design
Objectives
To discuss the role of behavioural models in IS development.
communication diagrams
Reference: Text Ch 7
2
Behavioural Models
As distinct from:
Functional models which depict the external behavioural view
Structural models which depict the static view
3
Behavioural Models
During the analysis phase, behavioural models capture a basic
understanding of the dynamic aspects of the underlying business
process.
4
Revision: Objects
5
State Machines
6
State Machine Diagram
7
State Machine Diagram
8
Elements of a State Machine Diagram
9
States
State – the state of an object is defined by the value of its attributes and
its relationships with other objects at a particular point in time.
Note: not all attributes or attribute changes will make a difference (e.g. a
change in the patient’s address should not determine how the patient is
treated.)
Session 2, 2010 10
Events
Event – something that takes place at a certain point in time and
changes a value(s) that describes an object, which in turn changes the
object’s state.
The state of an object determines exactly what the response to the event
will be.
12
State Machine Diagrams - Syntax
13
State Machine Diagram – Example
14
Building a State Machine Diagram
15
State Machine for the Order Class
Exercise:
Spend a few minutes studying this model.
Look for: States, Events, Transitions,
Guards
16
State Machine for the Order Class
Event
State
Transition
Guard
17
Summary
18