State machines are used to design real-time software controlling anything from household devices to spacecraft. They are also a standard way of describing the life of an object in object-oriented analysis and design. This paper presents a pattern for the implementation of state machines and associated activities by means of tasks and protected objects. It is a refinement of earlier work on a state-machine pattern and part of a set of concurrent design patterns based on the entity-life modeling design philosophy.
CITATION STYLE
Sandén, B. I. (2001). A design pattern for state machines and concurrent activities. In Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) (Vol. 2043, pp. 203–214). Springer Verlag. https://doi.org/10.1007/3-540-45136-6_16
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