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statemachine

Statemachine, also called a state machine, is a model of computation and behavior used to describe systems that can exist in a finite number of states. The core idea is that the system moves between states in response to events or inputs, performing actions during transitions or while in states. A typical statemachine includes a set of states, a start state, a set of transitions between states, and a set of events or inputs that trigger transitions. Some formulations also include outputs or actions associated with states or transitions.

Finite state machines are a common subset of statemachines, characterized by a finite number of states. In

State machines are typically represented by state diagrams or transition tables. They are used to model and

Implementation strategies vary from table-driven and switch-based code to event-driven architectures. In hardware, statemachines are implemented

automata
theory,
deterministic
finite
automata
have
exactly
one
transition
for
each
input
in
a
given
state,
while
nondeterministic
finite
automata
may
have
several
possible
transitions
for
the
same
input.
In
sequential
logic
and
software
design,
two
related
concepts
are
Mealy
machines,
where
outputs
depend
on
both
state
and
input,
and
Moore
machines,
where
outputs
depend
only
on
the
current
state.
implement
behavior
in
a
wide
range
of
domains,
including
user
interfaces,
communication
protocols,
control
systems,
compilers,
and
embedded
software.
Example
forms
include
simple
control
flows
such
as
a
traffic
light
(states
like
Green,
Yellow,
Red
with
timer-based
transitions)
or
a
door
access
system
with
states
Locked
and
Unlocked
governed
by
input
events.
with
flip-flops
and
logic
gates;
in
software,
they
are
realized
with
variables
that
hold
the
current
state
and
a
transition
function.
Benefits
include
clarity,
modularity,
and
easier
verification;
downsides
can
include
state
explosion
as
system
complexity
grows
and,
for
some
problems,
inadequate
memory
of
past
events.