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Default Transition

mikolaj-milewski edited this page Mar 26, 2025 · 2 revisions

Overview

Default Transition is the way to move from one State to another, by this changing stable configuration of State Machine.

Default Transitions are not explicitly triggered by Events sent to State Machine Behavior, but are automaticaly triggered by Completion Event sent to State Machine Behavior by Stateflows framework after each successful Transition.

Default Transition consist of:

  • Source State or Pseudostate,
  • Target State or Pseudostate,
  • Guard, a predicate logic (that returns boolean value) that is evaluated in order to check if Transition can happen or not,
  • Effect, logic that is executed when Transition is happening.

Definition

In UML, Default Transition is represented by an arrow that connects two States or Pseudostates, but has no Trigger:

stateDiagram-v2
SomeState --> AnotherState
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If there is any logic within Transition, it is described textually using following special characters:

stateDiagram-v2
SomeState --> AnotherState : [Guard]<br/>/Effect
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Equivalent Stateflows notation of Default Transition:

Lambda style

    /* fragment of State Machine definition */
    .AddState("SomeState", b => b
        .AddDefaultTransition("AnotherState", b => b
            .AddGuard(async c => true /* bool-returning logic here */)
            .AddEffect(async c => /* logic here */) 
        )
    )
    .AddState("AnotherState")

Using lambda style here means that States are referred by string name and each bit of Transition logic is implemented as lambda function passed as parameters to Add* methods in Transition definition.

Typed style

    public class SomeState : IState
    { }

    public class AnotherState : IState
    { }

    public class MyDefaultTransition : IDefaultTransitionGuard, IDefaultTransitionEffect
    {
        public Task<bool> GuardAsync()
        {
            /* bool-returning logic here */
            return true;
        }

        public Task EffectAsync()
        {
            /* logic here */
        }
    }

    /* fragment of State Machine definition */
    .AddState<SomeState>(b => b
        .AddDefaultTransition<MyDefaultTransition, AnotherState>()
    )
    .AddState<AnotherState>()

Using typed style here means that States and Transitions are classes that is referenced in typed overloads of Add* methods in State Machine definition.

Note: AddDefaultTransition<>() method accepts several type parameters. Regardless the overload variant, the order of those parameters is always the same: Transition class > Target State / Pseudostate class.

Class can be used as Default Transition if it implements at least one interface from IDefaultTransition*<TEvent> family:

Transition logic may also be split into several classes like in the example:

    public class SomeState : IState
    { }

    public class AnotherState : IState
    { }

    public class MyDefaultGuard : IDefaultTransitionGuard
    {
        public Task<bool> GuardAsync()
        {
            /* bool-returning logic here */
            return true;
        }
    }

    public class MyDefaultEffect : IDefaultTransitionEffect
    {
        public Task EffectAsync()
        {
            /* logic here */
        }
    }

    /* fragment of State Machine definition */
    .AddState<SomeState>(b => b
        .AddDefaultTransition<AnotherState>(b => b
            .AddGuard<MyDefaultGuard>()
            .AddEffect<MyDefaultEffect>()
        )
    )
    .AddState<AnotherState>()

This technique enables reusing of Default Transition's logic.

Generic Transitions

If Default Transition logic is suitable to be reused in other Transitions, Default Transition classes may be created by implementing at least one interface from ITransition* family:

  • ITransitionGuard - represents Transition with Guard logic implemented as GuardAsync() method,
  • ITransitionEffect - represents Transition with Effect logic implemented as EffectAsync() method,
  • ITransitionDefinition - represents Transition with additional Build() method that allows to extend its definition, for example to define Guards and Effects in Transition class.

Such classes are called Generic Transitions and may be used to declare all types of Transitions.

Overview
Installation
Behaviors
   State Machines
       Building blocks
           States
               State
               Composite State
               Orthogonal State
               Final State
           Pseudostates
               Choice
               Junction
               Fork
               Join
           Transitions
               Transition
               Default Transition
               Internal Transition
       Concepts
           Evaluation of Transitions
   Activities
       Building blocks
           Nodes
               Action Node
               Decision Node
               Merge Node
               Initial Node
               Final Node
               Input Node
               Output Node
               Fork Node
               Join Node
               Accept Event Action Node
               Send Event Action Node
               Data Store Node
               Structured Activity Node
               Iterative Activity Node
               Parallel Activity Node
           Flows
               Data Flow
               Control Flow
       Concepts
           Implicit fork and join
   Actions

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