Difference between revisions of "Finite State Machine"

From Hydrover
Jump to: navigation, search
(Introduction)
 
Line 3: Line 3:
  
 
A [https://en.wikipedia.org/wiki/Finite-state_machine Finite-state machine] is an [https://en.wikipedia.org/wiki/Abstract_machine abstract machine] that can be in exactly one of a finite number of states at any given time.  The FSM can change from one state to another in response to some external inputs; the change from one state to another is called a ''transition''. An FSM is defined by a list of its states, its initial state, and the conditions for each transition.
 
A [https://en.wikipedia.org/wiki/Finite-state_machine Finite-state machine] is an [https://en.wikipedia.org/wiki/Abstract_machine abstract machine] that can be in exactly one of a finite number of states at any given time.  The FSM can change from one state to another in response to some external inputs; the change from one state to another is called a ''transition''. An FSM is defined by a list of its states, its initial state, and the conditions for each transition.
 +
  
 
= Event-driven FSM =
 
= Event-driven FSM =
  
 
An '''Event-driven FSM''' is a kind of FSM where transistions from one state to another are triggered by events ( see [[The Queue of Events]] )
 
An '''Event-driven FSM''' is a kind of FSM where transistions from one state to another are triggered by events ( see [[The Queue of Events]] )
 +
 +
 +
= Example =
 +
 +
This is one example of an '''Event-driven FSM'''
 +
 +
* [[H6105-D Rotary Encoder and Menu]]

Latest revision as of 10:15, 6 July 2017

Introduction

A Finite-state machine is an abstract machine that can be in exactly one of a finite number of states at any given time. The FSM can change from one state to another in response to some external inputs; the change from one state to another is called a transition. An FSM is defined by a list of its states, its initial state, and the conditions for each transition.


Event-driven FSM

An Event-driven FSM is a kind of FSM where transistions from one state to another are triggered by events ( see The Queue of Events )


Example

This is one example of an Event-driven FSM