A State Machine uses a finite number of sets in its execution. It can go into a state when it is triggered by an activity; it exits that state when another activity is triggered. Another important aspect of State Machines is transactions. They enable you to add conditions based on which transactions jump from one state to another. These are represented by arrows or branches between states.
There are two activities specific to State Machines. They are State and Final State, and they are shown in the following screenshot:
The State activity consists of three sections—Entry, Exit, and Transitions, while the FinalState only contains Entry. We can expand these activities by double-clicking them to view more information and to edit them:
- FinalState activity: This activity contains all those activities that need to be processed when the state is entered:
- State...