Designing and Developing When you program graphically in the class diagram, your changes automatically cause adaptations for the objects in the POUs view and Devices view. New objects are inserted in
Statechart A statechart is a graphical formalism with which you can graphically program a finite state machine. A state machine is a system that is continuously in one of a finite number of states at
Working in the Statechart Editor In the statechart editor, you graphically implement a statechart. Implementing a statechart You can insert states which call methods or actions. When you insert transi
Implicit Variables At compile time, a structure variable with the name UML_SC_<object name> is generated automatically for each graphical statechart object. This variable provides access to the implic
Online Mode At runtime, you can monitor and control the behavior of the diagram in the monitoring in the editor. Tip The sample project UML_SC_CoffeeMachine.project is provided to illustrate the follo
Tutorial: Statechart Drafting and implementing a statechart A statechart is a machine that switches from state to state at runtime. The states are linked by transitions, which each have a guard condit
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