A state machine, or finite state machine (FSM), is a computational model used to design systems by describing them through a finite number of states, transitions between these states, and actions. It is widely used to model the behavior of software, hardware, or abstract systems. Here are the key components and concepts of a state machine:
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States: A state represents a specific status or configuration of the system at a particular moment. Each state can be described by a set of variables that capture the current context or conditions of the system.
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Transitions: Transitions define the change from one state to another. A transition is triggered by an event or condition. For example, pressing a button in a system can be an event that triggers a transition.
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Events: An event is an action or input fed into the system that may trigger a transition between states.
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Actions: Actions are operations performed in response to a state change or within a specific state. These can occur either before or after a transition.
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Initial State: The state in which the system starts when it is initialized.
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Final States: States in which the system is considered to be completed or terminated.
Types of State Machines
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Deterministic Finite Automata (DFA): Each state has exactly one defined transition for each possible event.
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Non-deterministic Finite Automata (NFA): States can have multiple possible transitions for an event.
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Mealy and Moore Machines: Two types of state machines differing in how they produce outputs. In a Mealy machine, the outputs depend on both the states and the inputs, whereas in a Moore machine, the outputs depend only on the states.
Applications
State machines are used in various fields, including:
- Software Development: Modeling program flows, particularly in embedded systems and game development.
- Hardware Design: Circuit design and analysis.
- Language Processing: Parsing and pattern recognition in texts.
- Control Engineering: Control systems in automation technology.
Example
A simple example of a state machine is a vending machine:
- States: Waiting for coin insertion, selecting a beverage, dispensing the beverage.
- Transitions: Inserting a coin, pressing a selection button, dispensing the beverage and returning change.
- Events: Inserting coins, pressing a selection button.
- Actions: Counting coins, dispensing the beverage, opening the change compartment.
Using state machines allows complex systems to be structured and understood more easily, facilitating development, analysis, and maintenance.