State machine diagram tool examples.
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What a state machine diagram is.
A state machine diagram models the states of a system and the events that move it between those states. It can show guards, actions and composite states when one mode contains its own internal lifecycle.
It is useful when the system's response depends on where it is now: a game, device, protocol or application session. The diagram gives the team one place to test normal paths, invalid events and terminal states.
- Standard
- OMG UML 2.5.1 §14 + Harel (1987) statechart
- Engine
- schematex-state
- Editable
- Double-click text, drag nodes
- Export
- SVG · PNG · PDF
Who uses state machine diagrams.
Menus, play, pause and game-over modes mapped before controls are implemented.
Character actions and interruptions such as movement, attacks, damage and recovery.
Session states with matchmaking, readiness checks and nested in-game phases.
How to make a state machine diagram in three steps.
Describe it
One paragraph is enough to start.
See the drawing
Drawn by the right engine.
Say what changes
Every edit keeps a version.
Common questions
What is a state machine diagram?
A state machine diagram shows the possible states of a system and the events or conditions that cause movement between them. It is often used as a UML behavioural diagram.
What is the difference between a state machine and a flowchart?
A flowchart describes a sequence of work or decisions. A state machine describes how one system behaves differently depending on its current state and an incoming event.
What are guards and actions on a transition?
A guard is a condition that must be true before a transition can occur. An action is work performed as the transition happens, such as saving data or notifying another system.
What is a composite state?
A composite state contains smaller states that describe its internal behaviour. It keeps a large state machine readable by grouping related modes under one higher-level state.
How do I make a state machine diagram?
Name the starting state, the possible modes, the events that move between them and any terminal or error states. Add guards and actions only where they change the behaviour.
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