Simple State Machine A simple state machine consists of states, transitions which control the state transition, and actions or methods. This allows you to design and implement the behavior of finite m
Element: Variable declaration The Variable declaration element is used to extend a class, interface, or data structure (DUT) by a variable. User input Action Description In the ToolBox view, select th
Element: Property A property is used to extend a class (program or function block) or an interface by a property. User input Action Description In the ToolBox view, select the Property element. In the
Element: Method The Method element is used to add a method to a class or interface in a class diagram. It does not have any properties. User input Action Description In the ToolBox view, select the "M
Element: Action The Action element is used to add an action to a program or function block directly in a class diagram. It does not have any properties. User input Action Description In the ToolBox vi
Element: Association An association is a UML relationship that expresses recognition. The recognizing element points to another element as a pointer. In IEC code, this corresponds to a POINTER TO or R
Element: Realization A Realization is a UML relationship which expresses instantiation. The realizing class object implements the attributes and operations of the interface. In IEC code, this relation
Element: Generalization A Generalization is a UML relationship that expresses inheritance or specialization. The inheriting element has the attributes and operations of the root element. In IEC code,
Statechart Elements The elements of the statechart are available in the ToolBox view. This view opens when you open a statechart object in the editor. Start state End state State State (in-cycle) Note
Element: Start state The Start state element represents a pseudo state for an initial state. If the state is at the top level, then the statechart flow starts from there. If it is in a composite state