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Composite State
Composite State represents stable configuration of State Machine that also contains its own set of States (referred to as its substates). Composite State is the way to introduce State nesting concept to defined State Machine.
Composite State can be seen as Orthogonal State with exactly one Region - no orthogonality (parallelism), just nesting of States.
Composite State consist of:
- Name, uniquely identifying State within State Machine,
- Parent State, if State is a substate of Composite State or Orthogonal State,
- OnEntry, logic that is executed when State is entered,
- OnExit, logic that is executed when State is exited,
- OnInitialize, logic that is executed when State is initialized,
- OnFinalize, logic that is executed when State is finalized,
- Set of outgoing Transitions.
- Set of States with their outgoing Transitions.
In UML, Composite State is represented by rounded rectangle that is also a container for other States:
stateDiagram-v2
state CompositeState {
direction LR
Substate1 --> Substate2
}
Composite State may also contain one initial pseudostate:
stateDiagram-v2
state CompositeState {
direction LR
[*] --> Substate
}
Equivalent Stateflows notation of States:
/* fragment of State Machine definition */
.AddCompositeState("CompositeState", b => b
.AddOnEntry(async c => /* logic here */)
.AddOnExit(async c => /* logic here */)
.AddInitialState("Substate")
)Using lambda style here means that State is referred to by string name and each bit of State logic is implemented as lambda function passed as parameters to
AddOn*methods in State definition.
public class CompositeState : ICompositeStateEntry, ICompositeStateExit
{
public async Task OnEntryAsync()
{
/* logic here */
}
public async Task OnExitAsync()
{
/* logic here */
}
}
public class Substate : IState
{ }
/* fragment of State Machine definition */
.AddState<CompositeState>(b => b
.AddInitialState<Substate>()
)Using typed style here means that State is a class that is referenced in typed overloads of
AddOn*methods in State Machine definition.
Class can be used as Composite State if it implements at least one interface from ICompositeState* family:
-
ICompositeState- simply represents Composite State, -
ICompositeStateEntry- represents Composite State with OnEntry logic implemented asOnEntryAsync()method, -
ICompositeStateExit- represents Composite State with OnExit logic implemented asOnExitAsync()method, -
ICompositeStateInitialization- represents Composite State with OnInitialize logic implemented asOnInitializeAsync()method, -
ICompositeStateFinalization- represents Composite State with OnFinalize logic implemented asOnFinalizeAsync()method, -
ICompositeStateDefinition- represents Composite State with additionalBuild()method that allows to extend its definition, for example to define Transitions within State class.
State logic may also be split into several classes like in the example:
public class SimpleState : IState
{ }
public class SimpleEntry : IStateEntry
{
public async Task OnEntryAsync()
{
/* logic here */
}
}
public class SimpleExit : IStateExit
{
public async Task OnExitAsync()
{
/* logic here */
}
}
public class AnotherState : IState
{ }
/* fragment of State Machine definition */
.AddState<SimpleState>(b => b
.AddOnEntry<SimpleEntry>()
.AddOnExit<SimpleExit>()
.AddDefaultTransition<AnotherState>()
)
.AddState<AnotherState>()This technique enables reusing of State's logic, but there is an important concern of State identity to be considered.
Home page Support Code licensed under an MIT-style License. Documentation licensed under CC BY 4.0. © by Mikołaj Milewski, 2025
Overview
Installation
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State Machines
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States
State
Composite State
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Pseudostates
Choice
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Transitions
Transition
Default Transition
Internal Transition
Concepts
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Activities
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Output Node
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Accept Event Action Node
Send Event Action Node
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Implicit fork and join
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