UA Bundle SDK .NET
2.5.2.385
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The FiniteStateMachineType is the base ObjectType for state machines that explicitly define the possible states and transitions. More...
Inherits UnifiedAutomation.UaServer.StateMachineModel.
Inherited by UnifiedAutomation.UaServer.ExclusiveLimitStateMachineModel, UnifiedAutomation.UaServer.ProgramStateMachineModel, and UnifiedAutomation.UaServer.ShelvedStateMachineModel.
Public Member Functions | |
FiniteStateMachineModel () | |
Initializes a new instance of the FiniteStateMachineModel class. More... | |
FiniteStateMachineModel (FiniteStateMachineModel template) | |
Initializes a new instance of the FiniteStateMachineModel class. More... | |
Public Member Functions inherited from UnifiedAutomation.UaServer.StateMachineModel | |
StateMachineModel () | |
Initializes a new instance of the StateMachineModel class. More... | |
StateMachineModel (StateMachineModel template) | |
Initializes a new instance of the StateMachineModel class. More... | |
Public Member Functions inherited from UnifiedAutomation.UaServer.BaseObjectModel | |
BaseObjectModel () | |
Initializes a new instance of the BaseObjectModel class. More... | |
BaseObjectModel (BaseObjectModel template) | |
Initializes a new instance of the BaseObjectModel class. More... | |
Public Member Functions inherited from UnifiedAutomation.UaServer.ModelControllerBase | |
virtual ModelHandle | GetModelHandle (StringTable namespaceUris, object instance) |
Gets the metadata handle. More... | |
virtual DataValue | GetValue (IMapperContext context, ModelMapping mapping) |
Gets the value associated with the mapping. More... | |
virtual bool | SetValue (IMapperContext context, ModelMapping mapping, DataValue value) |
Sets the value associated with the mapping. More... | |
Properties | |
new FiniteStateVariableModel | CurrentState [get, set] |
Stores the current state of an instance of the FiniteStateMachineType. More... | |
new FiniteTransitionVariableModel | LastTransition [get, set] |
Stores the last transition which occurred in an instance of the FiniteStateMachineType. More... | |
Properties inherited from UnifiedAutomation.UaServer.StateMachineModel | |
StateVariableModel | CurrentState [get, set] |
Stores the current state of an instance of the StateMachineType. More... | |
TransitionVariableModel | LastTransition [get, set] |
Stores the last transition which occurred in an instance of the StateMachineType. More... | |
Properties inherited from UnifiedAutomation.UaServer.ModelControllerBase | |
ModelHandle | ModelHandle [get, set] |
Gets or sets the metadata handle. More... | |
object | UserData [get, set] |
Gets or sets the user data. More... | |
The FiniteStateMachineType is the base ObjectType for state machines that explicitly define the possible states and transitions.
Once the states are defined, subtypes shall not add new states.
The states of the machine are represented with instances of the StateType ObjectType. Each state shall have a BrowseName which is unique within the state machine and shall have a StateNumber which shall also be unique across all states defined in the state machine. Be aware that states in a sub-state machine may have the same StateNumber or BrowseName as states in the parent machine. A concrete subtype of FiniteStateMachineType shall define at least one state.
A state machine may define one state which is an instance of the InitialStateType. This state is the state that the machine goes into when it is activated.
The transitions that may occur are represented with instances of the TransitionType. Each transition shall have a BrowseName which is unique within the state machine and may have a TransitionNumber which shall also be unique across all transitions defined in the state machine.
The initial state for a transition is a StateType object which is the target of a FromState reference. The final state for a transition is a StateType object which is the target of a ToState reference. The FromState and ToState references shall always be specified.
A transition may produce an event. The event is indicated by a HasEffect reference to a subtype of BaseEventType. The StateMachineType shall have GeneratesEvent references to the targets of a HasEffect reference for each of its transitions.
A FiniteStateMachineType may define methods that cause a transition to occur. These methods are targets of HasCause references for each of the transitions that may be triggered by the method. The Executable attribute for a method is used to indicate whether the current state of the machine allows the method to be called.
A FiniteStateMachineType may have sub-state machines which are represented as instances of StateMachineType ObjectTypes. Each state shall have a HasSubStateMachine reference to the StateMachineType object which represents the child states. The SubStateMachine is not active if the parent state is not active. In this case the CurrentState and LastTransition variables of the sub-state machine shall have a status equal to Bad_StateNotActive.
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Initializes a new instance of the FiniteStateMachineModel class.
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inline |
Initializes a new instance of the FiniteStateMachineModel class.
template | The template. |
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getset |
Stores the current state of an instance of the FiniteStateMachineType.
CurrentState provides a human readable name for the current state which may not be suitable for use in application control logic. Applications should use the Id property of CurrentState if they need a unique identifier for the state.
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getset |
Stores the last transition which occurred in an instance of the FiniteStateMachineType.
LastTransition provides a human readable name for the last transition which may not be suitable for use in application control logic. Applications should use the Id property of LastTransition if they need a unique identifier for the transition.