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class StateOverride

Package: swiss.avm.up.core.generic.statemachine.javamodel.StateOverride

Direct Known Subclasses:


class StateOverride extends AStateExtension, Statemachine

A StateOverride re-declares a state group inherited from a base statemachine so a controller can extend it - adding sub-states, transitions or replacement lifecycle code - without redefining the whole machine.

Properties

comment

Describes the intent of this Resource.

TextLiteral[0..1]

A Literal that accepts multiple lines of text.

entryFunction

EntryFunctionOverwrite[0..N]

exitFunction

ExitFunctionOverwrite[0..N]

junction

Junction[0..N]

A Junction is a choice pseudostate: a branch node with several guarded outgoing
transitions and no behaviour of its own. Its typical use is dispatching control
to different sub-groups based on the active command.

port

BasePort[0..N]

sharedFunction

SharedFunction[0..0]

---
SharedFunctions should no longer be used. These have only limited possibilities in connection with extended controllers.

Instead of SharedFunctions, only ControllerMethods should be used.

sharedGuard

GuardImpl[0..0]

simulationFunction

SimulationFunctionOverwrite[0..N]

start

Start[0..1]

A Start is the initial pseudostate of a statemachine or of a SuperState. It
marks which state is entered when the enclosing machine or SuperState becomes
active.

state

StateBase[0..N]

stateDiagram

The state diagram is the graphical representation of the states.

DomainDiagram[0..N]

stateFunction

StateFunctionOverwrite[0..N]

stateToExtend

StateBase[1..1]

stateToOverwrite

StateBase[1..1]

statemachineRoot

ASmDecorator[0..1]

target

Reference to the decorated Resource.

Resource[1..1]

The base class of any Resource in the system.

transitionOverwrite

TransitionOverwrite[0..1]

A TransitionOverwrite adds or replaces a transition on a state group inherited
from a base statemachine. It is used to inject the uniform safe-state escape
edges (such as stop, off or error) consistently across controllers.

transitionTo

Transition[0..N]

A Transition is an edge leaving a State or SuperState. It defines the target
state that control moves to when its guard condition becomes true.

Method Summary

getController

@FStatemachine

Return:

Controller

getEntryFunctionsToOverride

@FStatemachineStateOverride

Return:

List<Function>

getExitFunctionsToOverride

@FStatemachineStateOverride

Return:

List<Function>

getJunctionExtensionsForDiagram

@FDiagramStatemachineExtension

get all junction extensions to show in merged diagram

Parameters:

DomainDiagram

Return:

List<AJunctionExtension>

getJunctionsForDiagram

@FDiagramStatemachineExtension

get all junctions to show in merged diagram

Parameters:

DomainDiagram

Return:

List<Junction>

getName

@FStatemachine

getSimulationFunctionsToOverride

@FStatemachineStateOverride

Return:

List<Function>

getStateExtensionsForDiagram

@FDiagramStatemachineExtension

get all state extensions to show in merged diagram

Parameters:

DomainDiagram

Return:

List<StateBase>

getStateFunctionsToOverride

@FStatemachineStateOverride

Return:

List<Function>

getStatesForDiagram

@FDiagramStatemachineExtension

get all states to show in merged diagram

Parameters:

DomainDiagram

Return:

List<StateBase>

getTransitionsToOverride

@FStatemachineStateOverride

Return:

List<Transition>