Does statemachine and statechart mean the same? - uml

I have heard people using these terms.
I wonder if they refer to the same thing or is there a difference between these two?

Wikipedia actually covers this pretty well. http://en.wikipedia.org/wiki/State_diagram
State machines have been around for a long time (decades at least). They consist of states (usually circles) and arrows between the states where certain actions can trigger an transition along an arrow. Moore and Mealy machines are the two main variants, which indicate whether the output is derived from the transitions or the states themselves.
Statecharts were invented by David Harel, and are sometimes called Harel Statecharts. He defined a pretty broad extension to typical state machines, with the goal of making state machines more useful for actual work with complicated systems.
A variant of Statecharts are build into Matlab now, as stateflow, which is an extension of simulink. Statesharts are also the basis of the UML "State Machine Diagrams".

Learn more about Stateflow in general at: https://www.mathworks.com/help/stateflow/examples.html
Stateflow has been updated for making it very easy to create state machines and flow charts in R2012b.
The major updates include a new graphical editor, state transition tables, MATLAB as the action language and an integrated debugger.

From the seminal 1999 book "Constructing the User Interface with Statecharts" by Ian Horrocks, published by Addison-Wesley (bold/italicized for emphasis):
From the very nature of user interfaces, it is apparent that states and events are a natural medium for describing their behaviour. Finite state machines are a formal mechanism for collecting and co-ordinating such fragments to form a whole. However, it is
generally agreed that, because of the large number of states and events organized in an
unstructured way, finite state machines are not appropriate for describing complex
systems. The feasibility of a state-based approach for specifying a user interface relies
on a specification language that results in diagrams that are concise, well structured,
modular and hierarchical.
There are many different notations used to represent finite state machines, such as state
transition diagrams and state transition matrices. However, such notations do not address
the fundamental problems associated with finite state machines. The statechart notation is
not just another notation for a finite state machine; statecharts are a major step forward for state-based notations. They provide a much richer and much more powerful specification
language than any finite stale machine notation. All the serious problems associated with
finite stale machines are solved by statecharts:
The number of states in a statechart rises in proportion to the complexity of the
system being specified. In finite state machines, the number of states tends to
increase rapidly with only a modest increase in the complexity of the system
being specified.
Statecharts avoid duplicate states and duplicate event arrows. This avoids large,
chaotic diagrams that are difficult to understand and difficult to modify.
The states in a statechart have a hierarchical structure, which means the system
being modelled can be considered at different levels of abstraction. The modular
nature of the states ensures that it is not necessary to understand an entire statechart in order to understand just one part of it. In a nutshell, statecharts are to
state transition diagrams what modular decomposition and abstraction are to
monolithic code

Related

Is System Sequence Diagram part of Analysis or Design?

I'm wondering if System Sequence Diagram (SSD) belongs to design part or analysis part?
A System Sequence Diagram (SSD) is be a special type of UML sequence diagram that intends to document for one specific use case the the sequence of exchanges between the system under consideration and the outside actors.
It is not a standard UML diagram, but build upon such diagrams. The book "System analysis and design in a changing world" seem to have popularized this approach, but I could find articles dating back to the early 2000' (like this or this).
The above mentioned book places the SSD in the analysis activities. The reason is that analysis is about understanding the requirements, which often start with use-case. The SSD is then a fine-tuning of this analysis.
However, one could argue that it's part of the design activities, since the use case are the requirements, but how these requirements are addressed through a sequence of exchanges is already the start of the design of a solution, exactly as when you start to sketch an UI: more than one SSD could satisfy the needs and you have the choice.
So the answer depends on the purpose for which you're using the model.
My own point of view is that you're already drafting a solution, so it should be design, unless you do some reverse engineering of an existing application, or your client has very detailed requirements
Elaborating a little on Christophe's answer:
I would add that analysis and design are two highly intertwined activities, so you would probably see these SSDs in both contexts and it would be perfectly fine and acceptable. Use Cases, those that involve a system, are necessarily a design artefact (they are a design of what the system does in relation to external actors) although you can of course see that same thing as a pure analysis output (telling you what the system is required to do). These things are very hard to separate. The point may seem philosophical (it is somewhat), but it is useful to think in these terms.
When you see people creating "Login" Use Cases you can bet they already stepped into pure design, in other words: functional decomposition. In analytical terms the state of a User being logged in is a constraint on a Use Case, not a Use Case itself. Having a Use Case called Login therefore represents only a design choice (incidentally, if you see this in contexts where there is a division of responsibilities between the people performing analysis and design, then you'd do well to consider it an analysis fail: the analyst is essentially designing the system and that's not their role). Analysts sometimes use Use Cases to model layers of requirements that relate only to business processes, usually referred to as "Business Use Cases", that don't involve any system per se. But the origins of Use Cases from 20-odd years ago was in the system space.

stateMachine vs Activity

I'm a little confused about difference between state machine diagram and activity diagram in this specific situation.
In a follow simple schema, can you distinguish between activity or state machine diagram? The symbols are present in both diagrams.
thanks
Mauro
I now can confirm that you can't tell. On p. 331 of the UML 2.5 spec you find an example of the receive event used in a SM. The very same symbol is used on p. 409 for an AD.
So the answer is: no, you can't tell which diagram type is being used from the above example.
And more generally (from the Annex on p. 683):
NOTE. This taxonomy provides a logical organization for the various major kinds of diagrams. However, it does not preclude mixing different kinds of diagram types, as one might do when one combines structural and behavioral elements (e.g., showing a state machine nested inside an internal structure). Consequently, the boundaries between the various kinds of diagram types are not strictly enforced.
No, sometimes (like in a given example) you can't tell based only on shapes. However
usually you know upfront which diagram it is so it's not a problem actually
the names will be different. States will have nouns while actions/activities as behaviours are named with verbs
especially on SM usually there are other elements that make it distinguishable: events triggering, action within states (entry/do/exit), actions run on transitions, SM specific elements like history
while signal receipt/send signals are allowed in SM they are hardly ever used

Statemachine in RTS game

I am working on an RTS game and I want to be able to build structures, which means that a builder will walk to target location and, once there, start building.
I want to implement a statemachine in every unit where states can be added as the user gives input because this might come in handy later, when units guard position and stuff.
My question is: is it useful to create a statemachine for every individual, user-owned unit or is this a pitfall?
State machines are common in games.
A state machine is the usual approach for behavior of objects, NPCs, etc in games.
They are so commonly used that they are often supported by game engines: e.g.: Unity
A state machine pitfall might be resource consumption by a naive implementation, e.g. one employing a State Pattern, which is ok only if don't have relatively few state machines running at the same time, otherwise resource consumption of a State Pattern would be prohibitively high for thousand of concurrent state machines.
If you indeed intend to have thousands of individual state machines running at the same time, or need extreme efficiency, you will have to implement them with a simpler approaches: eg: nested switch statements or table based implementations examples in C.
Reasons for using State Machines, in general, not only in games.
The main reason for using state machines is modeling your problem with clarity: You can think about edge conditions visually, by drawing out the state machine, e.g. by using tools such as GraphViz or by hand.
It easier to see what would happen in which scenario, precisely.
Sometimes your problem "just calls" for a State Machine representation: it has "states", and complex behaviors, which depend on past events.
State machines have decades of computer science research behind them, and algorithms about analyzing them, simplifying them, etc are known.
If you try to model a state machine "by adding and removing IF statements", by hand, you will end up with messier code, which you won't be able to transform, model, etc.
On the "cons" side, if you use table based state machines, debugging them would be somewhat hard.

Formal way to describe protocols

Is there a formal/traditional way to describe data/command exchange protocols? For example, for programming languages there are multiple approaches to describe the syntax and semantics (like: http://en.wikipedia.org/wiki/Backus%E2%80%93Naur_Form).
The approach I am looking for is rather utilitarian (in contrast to academic). I need something for day-to-day use for data exchange description while working on specifications, just to transfer/spread clearly the idea to others. So, if there is something that is not recognized as a de-facto standard but is useful - it is ok too.
I took a look at UML sequence diagrams and "Formal Methods for Communication Protocol Specification And Verification, by Carl A. Sunshine, 1979". Former method is missing the description of "payloads" (at least from what I understood) while latter one is rather an educative paper describing considerations rather than methods (I am still going through this paper, though).
Thanks in advance
Protocols are about messages sent in accordance to a series of interactions.
The best way to specify protocols that I have seen is with Colored Petri Nets (CPNs).
CPNs are based on ("uncolored") Petri Nets (PNs), which define how parallel activities synchronize, e.g., the message responses, by using Places to represent possible states, Tokens-in-places to represent state, and transition (synchronization) gates to indicate where parallel states must coincide to make progress. Petri Nets can model Finite State Machines (an FSA is a PN that always has a "single token", e.g., the "current state") and so are a generalization; in fact, they can "exponentially compress" certain FSAs into very small descriptions and can thus be quite succinct even for complex interaction sequences. But a conventional PN does not address the data being exchanged.
CPNs generalize PNs to add data types. The tokens now have "colors" (funny way to say "data type") and transitions can not only synchronize but can combine tokens to produce other tokens, e.g., compute new values.
A protocol modelled as CPN thus has message content as data types, and PNs states to indicate the syncronization. If you've never used a CPN, it is really worth your trouble to learn what they are, because they are such a pretty generalization of FSAs.
Regarding OPs' "utilitarian" remark, there are very good tools available at CPN Tools, including graphical modelling and code generation.
In telecommunications, the standard for describing interaction between network elements is Z.100 : Specification and Description Language (SDL) and the companion Z.120 : Message Sequence Chart (MSC) recommendations. The suite includes a testing framework.
A more mathematically bent approach would be to use various state machine models of some type.
One of the early publications, Design and Validation of Computer Protocols (1991), was written by Gerard Holzmann to describe the SPIN model checker and the PROMELA language.
Almost any other notation like TLA+, Petri-nets, Alloy, CSP, Z, ... can also be used to reason about protocols and the choice often depends on familiarity and tools availability.
If rigour is not essential, then Harel state charts provide a notation familiar to many engineers.
Fundamentally, the problem with sequence charts on their own is that they describe a single trace through the protocol. They cannot easily show the non-determinism required to describe parallel operations, and struggle to succinctly represent choice. When extended with hierarchical message charts (HMC) then they fall back into the state machine space.
If by "utilitarian" you mean "useful", consider Petri Nets. Please see my reply below or consider a PDF version of the reply.
first page of reply http://www.aespen.ca/AEnswers/lMtbX1428143440-0_Page_1.jpg
second page of reply http://www.aespen.ca/AEnswers/lMtbX1428143440-0_Page_2.jpg
For what it's worth, since you mention BNF: I believe I have read that Wirth used EBNF to specify protocols, with prose explaining which parts of the string were to be emitted by the client and which parts by the server. I am unable to find the reference off-hand, but my recollection is that the example I read was clearer than most protocol descriptions I have read elsewhere.

UML: Are activity diagrams considered algorithmic?

Is an activity diagram is considered algorithmic?
Strange question indeed. Taking a look at dictionary definitions:
Algorithmic: of or relating to or having the characteristics of an algorithm
Algorithm(1): a precise rule (or set of rules) specifying how to solve some problem
Algorithm(2): an effective method for solving a problem expressed as a finite sequence of steps.
So: can Activity Diagrams be used to describe "a method for solving problems expressed as a finite sequence of steps"? Yes - that's their purpose. They support all the usual control structures required to describe algorithms: sequence (A followed by B), alternation (either A or B), iteration. They also provide explicit support for parallel activity.
Areas where they may be considered weak:
The execution semantics are not precisely and unambiguously defined. Whilst the UML spec does provide some semantics, it leaves some points open.
There's no pre-defined set of primitive types defined for Activity Diagrams. Thus, the lowest level primitive activities (adding integers, concatenating strings, etc.) aren't pre-defined. In that sense Activity Diagrams on their own aren't computationally complete.
However: those are nitpicking theoretics. In practice, Activity Diagrams are a popular means to represent algorithms: from the design of software procedures to specifying business processes.
Of course, it all comes down to your definition of algorithmic. If you go with the general definitions above then ADs are algorithmic. If you go with something more specific they might not be.
hth.
OMG Meta-Models (i.e. UML, SysML, etc.), starting from the Meta-Meta-Modeling language by means of which they are described (MOF), consists of two different classes of models respectively aimed at definining:
The static structure of a system, or architecture (i.e. Class Diagram, Component Diagram, Block Diagram, etc.);
The dynamic of the system, or behaviours (i.e. sequence diagram, activity diagrams, state machine diagrams, object interaction diagrams, etc.)
Activity diagrams belong to the second class so they are aimed at describing behaviours.
an algorithmic is only of type of behaviour that can be described by means of an activity diagram
Activity diagrams complemented with the new UML executable standards can be used to represent any algorithm. Activity diagrams alone can be used to represent the overall control flow but not really the details of data management

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